PartChanger component for dynamically switching between different visual representations of parts. More...
 
  
| Public Member Functions | |
| void | OnSensor (MU mu, bool enter) | 
| Unity Event On Sensor Enter end Exit. | |
| void | ChangePart (MU mu) | 
| Change the Part mu. | |
| void | ChangePart () | 
| Change this Part. | |
|  Public Member Functions inherited from realvirtual.BehaviorInterface | |
| new List< BehaviorInterfaceConnection > | GetConnections () | 
| Returns a list of behavior interface connections for this component. | |
| new List< Signal > | GetSignals () | 
| Returns a list of connected signals for this component. | |
|  Public Member Functions inherited from realvirtual.realvirtualBehavior | |
| 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 () | 
| Public Attributes | |
| int | PartNumber | 
| The number in the list MUAppearances the part should be changed to. | |
| bool | ChangeSensorMU | 
| True if a collision with a Sensor should change the part. | |
| Sensor | ChangeOnSensor | 
| The connected Sensor. | |
| bool | ChangeThisPart | 
| True if this object should be changed (does not needs to be an MU) | |
| List< GameObject > | MUAppearences | 
| MUApprearances if this part (not an MU on the Sensor) should be changed. | |
| bool | ConditionSensorIsTouched | 
| bool | ConditionPartNumberIsChanging | 
| Changes the Part if Sensor is touched. | |
| bool | ConditionPLCSignalChangeNow | 
| Changes the Part if Partnumber is changing. | |
| PLCOutputInt | PLCCourrentPartNumber | 
| Changes the Part on PLCSignal Change Now. | |
| PLCOutputBool | PLCChangePartNow | 
| PLC output for current part number. | |
|  Public Attributes inherited from realvirtual.BehaviorInterface | |
| List< BehaviorInterfaceConnection > | ConnectionInfo | 
|  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 | 
| Additional Inherited Members | |
|  Public Types inherited from realvirtual.realvirtualBehavior | |
| enum | ActiveOnly { Always , Connected , Disconnected , Never , DontChange } | 
|  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 | 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 () | 
|  Properties inherited from realvirtual.ISignalInterface | |
| GameObject | gameObject  [get] | 
Detailed Description
PartChanger component for dynamically switching between different visual representations of parts.
Enables runtime variation of MU appearances for simulating product variants or configuration changes. Supports sensor-triggered changes and PLC control for automated appearance switching in production simulations.
Member Function Documentation
◆ ChangePart() [1/2]
| void realvirtual.PartChanger.ChangePart | ( | ) | 
Change this Part.
◆ ChangePart() [2/2]
| void realvirtual.PartChanger.ChangePart | ( | MU | mu | ) | 
Change the Part mu.
◆ OnSensor()
| void realvirtual.PartChanger.OnSensor | ( | MU | mu, | 
| bool | enter | ||
| ) | 
Unity Event On Sensor Enter end Exit.
Member Data Documentation
◆ ChangeOnSensor
| Sensor realvirtual.PartChanger.ChangeOnSensor | 
The connected Sensor.
◆ ChangeSensorMU
| bool realvirtual.PartChanger.ChangeSensorMU | 
True if a collision with a Sensor should change the part.
◆ ChangeThisPart
| bool realvirtual.PartChanger.ChangeThisPart | 
True if this object should be changed (does not needs to be an MU)
◆ ConditionPartNumberIsChanging
| bool realvirtual.PartChanger.ConditionPartNumberIsChanging | 
Changes the Part if Sensor is touched.
◆ ConditionPLCSignalChangeNow
| bool realvirtual.PartChanger.ConditionPLCSignalChangeNow | 
Changes the Part if Partnumber is changing.
◆ MUAppearences
| List<GameObject> realvirtual.PartChanger.MUAppearences | 
MUApprearances if this part (not an MU on the Sensor) should be changed.
◆ PartNumber
| int realvirtual.PartChanger.PartNumber | 
The number in the list MUAppearances the part should be changed to.
◆ PLCChangePartNow
| PLCOutputBool realvirtual.PartChanger.PLCChangePartNow | 
PLC output for current part number.
◆ PLCCourrentPartNumber
| PLCOutputInt realvirtual.PartChanger.PLCCourrentPartNumber | 
Changes the Part on PLCSignal Change Now.