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realvirtual.SelectionRaycast Class Reference
Selection Raycast for selecting objects during runtime.
Inheritance diagram for realvirtual.SelectionRaycast:

Public Member Functions | |
void | SelectObject (GameObject obj) |
void | DeSelectObject (GameObject obj) |
void | MultiSelectOn (bool turnon) |
void | DeSelectObject () |
void | DeSelectIfNotThis (GameObject obj) |
Vector3 | GetHitpoint () |
void | ShowCenterIcon (bool show) |
bool | IsPointerOverUIElement () |
bool | IsPointerOverToolbar () |
void | CheckPointerBackground () |
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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 | |
bool | AlwaysOn = false |
if true the selection is always on even if button is turned off in game4automation controller | |
bool | IsActive = true |
selection by raycast is active | |
bool | EnableToch = true |
allow touch input | |
bool | AutomaticallyAddColliders = true |
bool | ChangeMaterialOnHover = true |
change material on hover | |
bool | EnableMultiSelect = true |
enable multi select | |
Material | HighlightMaterial |
the highlight materiials | |
bool | ChangeMaterialOnSelect = true |
change material on select | |
Material | SelectMaterial |
the select material | |
List< string > | SelectionLayer |
the layers that can be selected | |
string | UILayer = "UI" |
the layer for the UI - selection will be disabled if UI is touched | |
string | ContextToolbarLayer = "g4a ContextToolbar" |
the layer for the toolbar - selection will be kept active if toolbar is touched | |
GameObject | TouchedObject |
bool | ObjectIsSelected |
GameObject | SelectedObject |
the selected object | |
List< GameObject > | SelectedObjects = new List<GameObject>() |
the selected objects on multiselect | |
Vector3 | SelectedPosition |
the selected object hit point position | |
bool | ObjectIsHovered |
GameObject | HoveredObject |
the hovered object | |
Vector3 | HoveredPosition |
the hovered object hit point position | |
bool | MultiSelectModeIsOn |
bool | DoubleSelect |
bool | LongPressed |
bool | OnUI |
bool | OnContextToolbar |
true if the object was double clicked | |
bool | MouseDownOnObject |
true if the mouse was going down on a selectable object | |
bool | PingHoverObject |
true if the hovered object should be pinged in the hierarchy | |
bool | SelectHoverObject |
true if the hovered object should be selected in the hierarchy | |
bool | PingSelectObject |
true if the selected object should be pinged in the hierarchy | |
bool | SelectSelectObject |
true if the selected object should be selected in the hierarchy | |
bool | AutoCenterSelectedObject |
true if the selected object (its selection point) is automatically centered in the scene view | |
bool | ZoomDoubleClickedObject =true |
true if the selected object (its selection point) is automatically centered in the scene view when double clicking on it | |
bool | FocusDoubleClickedObject =true |
true if the selected object (its selection point) is automatically centered in the scene view when double clicking on it | |
bool | OpenRuntimeINspector |
bool | ShowSelectedIcon |
float | TimeDoubleClick = 1.0f |
time in seconds for double click | |
float | TimeLongPress = 1.0f |
time in seconds for long press | |
Game4AutomationEventSelected | EventSelected |
Unity event which is called for MU enter and exit. On enter it passes MU and true. On exit it passes MU and false. | |
Game4AutomationEventHovered | EventHovered |
Unity event which is called for MU enter and exit. On enter it passes MU and true. On exit it passes MU and false. | |
Game4AutomationEventDoubleClicked | EventDoubleClicked |
Unity event which is called for MU enter and exit. On enter it passes MU and true. On exit it passes MU and false. | |
GameAutomationEventBlockRotation | EventBlockRotation |
Unity event which is called when rotation should be blocked. | |
Game4AutomationEventLongPressed | EventLongPressed |
Unity event which is called when rotation should be blocked. | |
Game4AutomationEventMultiSelect | EventMultiSelect |
Unity event which is called when rotation should be blocked]. | |
Game4AutomationEventMultiSelectEmpty | EventMultiSelectEmpty |
Unity event which is called when rotation should be blocked. | |
Game4AutomationEventMouseDownOnObject | EventMouseDownOnObject |
Unity event which is called when mouse is down on an object. | |
RuntimeInspector | RuntimeInspector |
GameObject | SelectedIcon |
bool | DebugMode |
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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 () |