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Public Types |
Public Member Functions |
Public Attributes |
Protected Member Functions |
List of all members
realvirtual.SnapPoint Class Reference
Snap point object. Actual used for conveyor and simulation path. More...
Inheritance diagram for realvirtual.SnapPoint:

Public Types | |
enum | SNAPTYPE { NONE , IN , OUT , ALL } |
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enum | ActiveOnly { Always , Connected , Disconnected , Never , DontChange } |
Public Member Functions | |
void | ValueChanged () |
void | Enable (bool active) |
void | IsVisible (bool visible) |
void | CheckSnap () |
void | Snap (GameObject other) |
void | Hide (bool hiding) |
void | OnSnapped (SnapPoint snappedto) |
void | OnUnSnapped () |
void | signalUnsnap (GameObject SPout) |
void | Unsnap () |
void | OnDestroy () |
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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 | SnapIsVisible |
bool | SnapEnabled |
< Boolean whether a snap point is visible or not | |
bool | MultiSnapActive |
< Boolean is true when the snap point is snap to another one | |
bool | SnapInGameMode |
SNAPTYPE | SnapType |
bool | DebugMode |
List< string > | DontSnapTo |
bool | snapped |
Read only: snapping active. | |
SnapPoint | mate |
Read only: current mate snap point. | |
List< SnapPoint > | mates |
Read only: list of current mate snap points. | |
bool | deactivatesnapping |
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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 |
Protected Member Functions | |
override void | OnStartSim () |
override void | OnStopSim () |
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bool | hidename () |
bool | hideactiveonly () |
virtual void | OnPreStartSim () |
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 () |
Additional Inherited Members | |
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static bool | DirectionIsLinear (DIRECTION direction) |
Gets back if the direction is linear or a rotation. | |
Detailed Description
Snap point object. Actual used for conveyor and simulation path.
Member Function Documentation
◆ OnStartSim()
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protectedvirtual |
Reimplemented from realvirtual.realvirtualBehavior.
◆ OnStopSim()
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protectedvirtual |
Reimplemented from realvirtual.realvirtualBehavior.
Member Data Documentation
◆ mate
SnapPoint realvirtual.SnapPoint.mate |
Read only: current mate snap point.
◆ mates
List<SnapPoint> realvirtual.SnapPoint.mates |
Read only: list of current mate snap points.
◆ MultiSnapActive
bool realvirtual.SnapPoint.MultiSnapActive |
< Boolean is true when the snap point is snap to another one
Boolean is true when more then 1 snap point is allowed to connect. For simulation path "true" is the default parameter.
◆ SnapEnabled
bool realvirtual.SnapPoint.SnapEnabled |
< Boolean whether a snap point is visible or not
◆ snapped
bool realvirtual.SnapPoint.snapped |
Read only: snapping active.