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.
Public Member Functions inherited from