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Base class for free movable Unity (MU). MUs can be picked or loaded and they can be placed on Transport Surfaces. MUs are created by a Source and deleted by a Sink.

Inheritance diagram for realvirtual.MU:
realvirtual.realvirtualBehavior

Public Member Functions

void PlaceMUOnTopOfPosition (Vector3 position)
 
void LoadMu (MU mu)
 Load the named MU on this mu.
 
void EventMUEnterSensor (Sensor sensor)
 Event that this called when MU enters sensor.
 
void EventMUExitSensor (Sensor sensor)
 Event that this called when MU enters sensor.
 
void EventMuLoad ()
 Event that this MU is loaded onto another.
 
void EventMUUnLoad ()
 Event that this MU is unloaded from another.
 
void InitMu (string muname, int localid, int globalid)
 
void EventMuEnterPathSimulation ()
 Event that this MU is on Path.
 
void EventMUExitPathSimulation ()
 Event that this MU is unloaded from Path.
 
void Fix (GameObject fixto)
 
void Unfix ()
 
void UnloadOneMu (MU mu)
 Unloads one of the MUs which are loaded on this MU.
 
void UnloadAllMUs ()
 Unloads all of the MUs which are loaded on this MU.
 
void Dissolve (float duration)
 Slowly dissolves MU and destroys it.
 
void Appear (float duration)
 
void FixedUpdate ()
 
- Public Member Functions inherited from realvirtual.realvirtualBehavior
void SetForceStop (bool forcestop)
 
Vector3 DirectionToVector (DIRECTION direction)
 Transfers the direction enumeration to a vector.
 
DIRECTION VectorToDirection (bool torotatoin, Vector3 vector)
 Transfers a vector to the direction enumeration.
 
float GetLocalScale (Transform thetransform, DIRECTION direction)
 
List< BehaviorInterfaceConnectionUpdateConnectionInfo ()
 
List< SignalGetConnectedSignals ()
 
void SetVisibility (bool visibility)
 Sets the visibility of this object including all subobjects.
 
List< BehaviorInterfaceConnectionGetConnections ()
 
List< SignalGetSignals ()
 
GameObject GetChildByName (string name)
 Gets a child by name.
 
List< GameObject > GetChildsByName (string name)
 Gets all child by name.
 
GameObject GetChildByNameAlsoHidden (string name)
 
List< GameObject > GetAllMeshesWithGroup (string group)
 
List< GameObject > GetAllWithGroup (string group)
 
List< GameObject > GetAllWithGroups (List< string > groups)
 
List< GameObject > GetAllMeshesWithGroups (List< string > groups)
 
List< string > GetMyGroups ()
 
List< GameObject > GetMeshesWithSameGroups ()
 
List< GameObject > GetAllWithSameGroups ()
 
MeshRenderer GetMeshRenderer ()
 Gets the mesh renderers in the childrens.
 
void SetCollider (bool enabled)
 sets the collider in all child objects
 
void ErrorMessage (string message)
 Displays an error message.
 
void ChangeConnectionMode (bool isconnected)
 
void Log (string message)
 Logs a message.
 
void Log (string message, object obj)
 Logs a message with a relation to an object.
 
void Warning (string message, object obj)
 Logs a warinng with a relation to an object.
 
void Error (string message, object obj)
 Logs an error with a relation to an object.
 
void Error (string message)
 Logs an error.
 
GameObject DebugPosition (string debugname, Vector3 position, Quaternion quaternation, float scale)
 Displays a gizmo for debugging positions.
 
void SetFreezePosition (bool enabled)
 Freezes all child components to the current poosition.
 
virtual void AwakeAlsoDeactivated ()
 

Public Attributes

int ID
 ID of this MU (increases on each creation on the MU source.
 
int GlobalID
 Global ID, increases for each MU independent on the source.
 
List< GameObject > MUAppearences
 List of MU appearances for PartChanger.
 
GameObject FixedBy
 Current Gripper which is picking the part.
 
GameObject LastFixedBy
 Last Gripper which has been picking the part.
 
GameObject LoadedOn
 Current Part the MU is loaded on.
 
GameObject StandardParent
 The standard parent Gameobject of the MU.
 
GameObject ParentBeforeFix
 The parent of the MU before the last Grip.
 
List< SensorCollidedWithSensors
 The current Sensors the Part is colliding with.
 
List< MULoadedMus
 List of MUs whcih are loaded on this MU.
 
Source CreatedBy
 Sourche which created this MU.
 
float SurfaceAlignSmoothment = 50f
 
bool UnfixSpeedInterpolate = false
 
int NumInterpolations = 10
 
float FixerLastDistance
 
Rigidbody Rigidbody
 
List< TransportSurfaceAlignWithSurface = new List<TransportSurface>()
 
List< TransportSurfaceTransportSurfaces = new List<TransportSurface>()
 
float DissolveDuration =0.5f
 
float MaxDissolveValue =0.2f
 
float Velocity
 
Game4AutomationEventMUDelete EventMUDeleted
 Event is called when MU is Deleted / Destroyed.
 
Game4AutomationEventMU EventMUIsLoaded
 Event is called when MU is loaded onto another.
 
Game4AutomationEventMU EventMUGetsLoad
 Event is called when MU gets a MU loaded onto itself.
 
Game4AutomationEventMUSensor EventMUSensor
 Event is called when MU collides with a Sensor.
 
- Public Attributes inherited from realvirtual.realvirtualBehavior
string Name
 The name of the component if it should be different from the GameObject name.
 
ActiveOnly Active
 
GameObject FromTemplate
 
realvirtualController realvirtualController
 
bool HideNonG44Components
 
bool SceneIsAdditive
 
bool ForceStop = false
 

Additional Inherited Members

- Public Types inherited from realvirtual.realvirtualBehavior
enum  ActiveOnly
 
- Static Public Member Functions inherited from realvirtual.realvirtualBehavior
static bool DirectionIsLinear (DIRECTION direction)
 Gets back if the direction is linear or a rotation.
 
- Protected Member Functions inherited from realvirtual.realvirtualBehavior
bool hidename ()
 
bool hideactiveonly ()
 
virtual void OnStop ()
 
virtual void OnStart ()
 
MU GetTopOfMu (GameObject obj)
 Gets the top of an MU component (the first MU script going up in the hierarchy)
 
void InitGame4Automation ()
 Initialiates the components and gets the reference to the realvirtualController in the scene.
 
virtual void AfterAwake ()
 
void Awake ()