Selection Raycast for selecting objects during runtime. More...
Public Member Functions | |
| bool | IsOnUIElement () |
| void | SelectObject (GameObject obj) |
| void | DeSelectObject (GameObject obj) |
| void | MultiSelectOn (bool turnon) |
| void | DeSelectObject () |
| void | DeSelectIfNotThis (GameObject obj) |
| Vector3 | GetHitpoint () |
| void | ShowCenterIcon (bool show) |
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 | |
| bool | AlwaysOn |
| if true the selection is always on even if button is turned off in game4automation controller | |
| bool | IsActive |
| selection by raycast is active | |
| bool | EnableToch |
| allow touch input | |
| bool | AutomaticallyAddColliders |
| bool | ChangeMaterialOnHover |
| change material on hover | |
| bool | EnableMultiSelect |
| enable multi select | |
| Material | HighlightMaterial |
| the highlight materiials | |
| bool | ChangeMaterialOnSelect |
| change material on select | |
| Material | SelectMaterial |
| the select material | |
| List< string > | SelectionLayer |
| the layers that can be selected | |
| string | ContextToolbarLayer |
| 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 |
| 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 if the selected object (its selection point) is automatically centered in the scene view when double clicking on it | |
| bool | FocusDoubleClickedObject |
| 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 |
| time in seconds for double click | |
| float | TimeLongPress |
| time in seconds for long press | |
| realvirtualEventSelected | 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. | |
| realvirtualEventHovered | 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. | |
| realvirtualEventDoubleClicked | 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. | |
| realvirtualEventBlockRotation | EventBlockRotation |
| Unity event which is called when rotation should be blocked. | |
| realvirtualEventLongPressed | EventLongPressed |
| Unity event which is called when rotation should be blocked. | |
| realvirtualEventMultiSelect | EventMultiSelect |
| Unity event which is called when rotation should be blocked]. | |
| realvirtualEventMultiSelectEmpty | EventMultiSelectEmpty |
| Unity event which is called when rotation should be blocked. | |
| realvirutalEventMouseDownOnObject | EventMouseDownOnObject |
| Unity event which is called when mouse is down on an object. | |
| RuntimeInspector | RuntimeInspector |
| GameObject | SelectedIcon |
| bool | DebugMode |
| IRaycaster | raycaster |
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 () |
Detailed Description
Selection Raycast for selecting objects during runtime.
Member Data Documentation
◆ AlwaysOn
| bool realvirtual.SelectionRaycast.AlwaysOn |
if true the selection is always on even if button is turned off in game4automation controller
◆ AutoCenterSelectedObject
| bool realvirtual.SelectionRaycast.AutoCenterSelectedObject |
true if the selected object (its selection point) is automatically centered in the scene view
◆ ChangeMaterialOnHover
| bool realvirtual.SelectionRaycast.ChangeMaterialOnHover |
change material on hover
◆ ChangeMaterialOnSelect
| bool realvirtual.SelectionRaycast.ChangeMaterialOnSelect |
change material on select
◆ ContextToolbarLayer
| string realvirtual.SelectionRaycast.ContextToolbarLayer |
the layer for the toolbar - selection will be kept active if toolbar is touched
◆ EnableMultiSelect
| bool realvirtual.SelectionRaycast.EnableMultiSelect |
enable multi select
◆ EnableToch
| bool realvirtual.SelectionRaycast.EnableToch |
allow touch input
◆ EventBlockRotation
| realvirtualEventBlockRotation realvirtual.SelectionRaycast.EventBlockRotation |
Unity event which is called when rotation should be blocked.
◆ EventDoubleClicked
| realvirtualEventDoubleClicked realvirtual.SelectionRaycast.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.
◆ EventHovered
| realvirtualEventHovered realvirtual.SelectionRaycast.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.
◆ EventLongPressed
| realvirtualEventLongPressed realvirtual.SelectionRaycast.EventLongPressed |
Unity event which is called when rotation should be blocked.
◆ EventMouseDownOnObject
| realvirutalEventMouseDownOnObject realvirtual.SelectionRaycast.EventMouseDownOnObject |
Unity event which is called when mouse is down on an object.
◆ EventMultiSelect
| realvirtualEventMultiSelect realvirtual.SelectionRaycast.EventMultiSelect |
Unity event which is called when rotation should be blocked].
◆ EventMultiSelectEmpty
| realvirtualEventMultiSelectEmpty realvirtual.SelectionRaycast.EventMultiSelectEmpty |
Unity event which is called when rotation should be blocked.
◆ EventSelected
| realvirtualEventSelected realvirtual.SelectionRaycast.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.
◆ FocusDoubleClickedObject
| bool realvirtual.SelectionRaycast.FocusDoubleClickedObject |
true if the selected object (its selection point) is automatically centered in the scene view when double clicking on it
◆ HighlightMaterial
| Material realvirtual.SelectionRaycast.HighlightMaterial |
the highlight materiials
◆ HoveredObject
| GameObject realvirtual.SelectionRaycast.HoveredObject |
the hovered object
◆ HoveredPosition
| Vector3 realvirtual.SelectionRaycast.HoveredPosition |
the hovered object hit point position
◆ IsActive
| bool realvirtual.SelectionRaycast.IsActive |
selection by raycast is active
◆ MouseDownOnObject
| bool realvirtual.SelectionRaycast.MouseDownOnObject |
true if the mouse was going down on a selectable object
◆ OnContextToolbar
| bool realvirtual.SelectionRaycast.OnContextToolbar |
true if the object was double clicked
◆ PingHoverObject
| bool realvirtual.SelectionRaycast.PingHoverObject |
true if the hovered object should be pinged in the hierarchy
◆ PingSelectObject
| bool realvirtual.SelectionRaycast.PingSelectObject |
true if the selected object should be pinged in the hierarchy
◆ SelectedObject
| GameObject realvirtual.SelectionRaycast.SelectedObject |
the selected object
◆ SelectedObjects
| List<GameObject> realvirtual.SelectionRaycast.SelectedObjects |
the selected objects on multiselect
◆ SelectedPosition
| Vector3 realvirtual.SelectionRaycast.SelectedPosition |
the selected object hit point position
◆ SelectHoverObject
| bool realvirtual.SelectionRaycast.SelectHoverObject |
true if the hovered object should be selected in the hierarchy
◆ SelectionLayer
| List<string> realvirtual.SelectionRaycast.SelectionLayer |
the layers that can be selected
◆ SelectMaterial
| Material realvirtual.SelectionRaycast.SelectMaterial |
the select material
◆ SelectSelectObject
| bool realvirtual.SelectionRaycast.SelectSelectObject |
true if the selected object should be selected in the hierarchy
◆ TimeDoubleClick
| float realvirtual.SelectionRaycast.TimeDoubleClick |
time in seconds for double click
◆ TimeLongPress
| float realvirtual.SelectionRaycast.TimeLongPress |
time in seconds for long press
◆ ZoomDoubleClickedObject
| bool realvirtual.SelectionRaycast.ZoomDoubleClickedObject |
true if the selected object (its selection point) is automatically centered in the scene view when double clicking on it
Public Member Functions inherited from