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realvirtual.SelectionRaycast Class Reference

Selection Raycast for selecting objects during runtime.

Inheritance diagram for realvirtual.SelectionRaycast:
realvirtual.realvirtualBehavior

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 ()
 
- Public Member Functions inherited from realvirtual.realvirtualBehavior
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< BehaviorInterfaceConnectionUpdateConnectionInfo ()
 
List< SignalGetConnectedSignals ()
 
void SetVisibility (bool visibility)
 Sets the visibility of this object including all subobjects.
 
List< BehaviorInterfaceConnectionGetConnections ()
 
List< SignalGetSignals ()
 
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
 
- 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 = false
 

Additional Inherited Members

- Public Types inherited from realvirtual.realvirtualBehavior
enum  ActiveOnly
 
- 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 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 ()