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realvirtual.MU Class Reference
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:

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 () |
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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< BehaviorInterfaceConnection > | UpdateConnectionInfo () |
List< Signal > | GetConnectedSignals () |
void | SetVisibility (bool visibility) |
Sets the visibility of this object including all subobjects. | |
List< BehaviorInterfaceConnection > | GetConnections () |
List< Signal > | GetSignals () |
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< Sensor > | CollidedWithSensors |
The current Sensors the Part is colliding with. | |
List< MU > | LoadedMus |
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< TransportSurface > | AlignWithSurface = new List<TransportSurface>() |
List< TransportSurface > | TransportSurfaces = 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. | |
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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 | |
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enum | ActiveOnly |
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static bool | DirectionIsLinear (DIRECTION direction) |
Gets back if the direction is linear or a rotation. | |
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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 () |