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realvirtual.MaterialChanger Class Reference
MaterialChanger dynamically switches between two materials based on various trigger conditions. More...
Inheritance diagram for realvirtual.MaterialChanger:

Public Attributes | |
Material | MaterialOff |
Material to display when the status is off. | |
Material | MaterialOn |
Material to display when the status is on. | |
bool | StatusOn |
Current status state that determines which material is displayed. | |
bool | ChangeOnCollission |
If set to true, material changes on collision events. | |
Sensor | ChangeOnSensor |
Sensor that triggers material changes when objects are detected. | |
PLCOutputBool | ChangeOnPLCOutput |
PLC output signal that triggers material changes. | |
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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 |
Additional Inherited Members | |
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enum | ActiveOnly { Always , Connected , Disconnected , Never , DontChange } |
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void | PreStartSim () |
Is called by the realvirtualController before the component is started. | |
void | StartSim () |
Is called by the realvirtualController to start or stop the component. | |
void | StopSim () |
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. | |
void | SetRbConstraints (RigidbodyConstraints constraints) |
virtual void | AwakeAlsoDeactivated () |
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List< BehaviorInterfaceConnection > | GetConnections () |
List< Signal > | GetSignals () |
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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 | OnStopSim () |
virtual void | OnPreStartSim () |
virtual void | OnStartSim () |
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 () |
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GameObject | gameObject [get] |
Detailed Description
MaterialChanger dynamically switches between two materials based on various trigger conditions.
It can change materials based on collisions, sensor states, or PLC output signals, enabling visual feedback for status changes.
Member Data Documentation
◆ ChangeOnCollission
bool realvirtual.MaterialChanger.ChangeOnCollission |
If set to true, material changes on collision events.
◆ ChangeOnPLCOutput
PLCOutputBool realvirtual.MaterialChanger.ChangeOnPLCOutput |
PLC output signal that triggers material changes.
◆ ChangeOnSensor
Sensor realvirtual.MaterialChanger.ChangeOnSensor |
Sensor that triggers material changes when objects are detected.
◆ MaterialOff
Material realvirtual.MaterialChanger.MaterialOff |
Material to display when the status is off.
◆ MaterialOn
Material realvirtual.MaterialChanger.MaterialOn |
Material to display when the status is on.
◆ StatusOn
bool realvirtual.MaterialChanger.StatusOn |
Current status state that determines which material is displayed.