Loading...
Searching...
No Matches
realvirtual.Sensor Class Reference
The sensor is used for detecting MUs. More...
Inheritance diagram for realvirtual.Sensor:

Public Member Functions | |
delegate void | OnEnterDelegate (GameObject obj) |
Delegate function for GameObjects entering the Sensor. | |
delegate void | OnExitDelegate (GameObject obj) |
Delegate function for GameObjects leaving the Sensor. | |
void | DeleteMUs () |
Delete all MUs in Sensor Area. | |
void | OnMUPartsDestroyed (GameObject obj) |
void | OnMUDelete (MU muobj) |
![]() | |
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 () |
![]() | |
List< BehaviorInterfaceConnection > | GetConnections () |
List< Signal > | GetSignals () |
Public Attributes | |
bool | DisplayStatus = true |
string | LimitSensorToTag |
Limits the function of the sensor to a certain MU tag - also MU names are working. | |
bool | UseRaycast = false |
Vector3 | RayCastDirection = new Vector3(1,0,0) |
float | RayCastLength =1000f |
float | RayCastDisplayWidth = 0.01f |
List< string > | AdditionalRayCastLayers |
bool | ShowSensorLinerenderer = true |
Display the status of the sensor by changing the material (color). | |
Material | MaterialOccupied |
Material for displaying the occupied status. | |
Material | MaterialNotOccupied |
Material for displaying the not occupied status. | |
bool | PauseOnSensor = false |
Pause simulation if sensor is getting high - can be used for debuging. | |
PLCInputBool | SensorOccupied |
Game4AutomationEventMUSensor | EventMUSensor |
Unity event which is called for MU enter and exit. On enter it passes MU and true. On exit it passes MU and false. | |
Game4AutomationEventGameobjectSensor | EventNonMUGameObjectSensor |
Unity event which is called for non MU objects enter and exit. On enter it passes gameobject (on which the collider was detected) and true. On exit it passes gameobject and false. | |
bool | Occupied = false |
True if sensor is occupied. | |
GameObject | LastTriggeredBy |
Last MU which has triggered the sensor. | |
float | RayCastDistance |
Last RayCast Distance if Raycast is used. | |
int | LastTriggeredID |
Last MUID which has triggered the sensor. | |
int | LastTriggeredGlobalID |
Last GloabalID which has triggerd the sensor. | |
int | Counter |
List< MU > | CollidingMus |
List< GameObject > | CollidingObjects |
![]() | |
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 |
Events | |
OnEnterDelegate | EventEnter |
OnExitDelegate | EventExit |
Additional Inherited Members | |
![]() | |
enum | ActiveOnly |
![]() | |
static bool | DirectionIsLinear (DIRECTION direction) |
Gets back if the direction is linear or a rotation. | |
![]() | |
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 () |
![]() | |
GameObject | gameObject [get] |
Detailed Description
Sensors are using Box Colliders for detecting MUs. The Sensor should be on Layer g4aSensor if the standard Game4Automation Layer settings are used. A behavior component (e.g. Sensor_Standard) must be added to the Sensor for providing connection to PLCs Input and outputs.