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This object needs to be in every game4automation scene. It controls main central data (like scale...) and manages main game4automation settings for the scene.

Inheritance diagram for realvirtual.realvirtualController:

Public Member Functions

new void ChangeConnectionMode (bool isconnected)
void SetStartView ()
void ChangeTimeScale (float scale)
void SetView (int view)
void ActiveateView (int view)
void AddHideGroup (string group)
void RemoveHideGroup (string group)
bool GroupIsHidden (string group)
void ChangedVisual ()
void ChangeUIEnable ()
void MessageBox (string message, bool autoclose, float closeafterseconds)
int GetMUID (GameObject caller)
void Quit ()
void Pause ()
void Play ()
void ChangedTimeScale ()
void OnConnectionButtonPresed (GenericButton button)
void OnConnectionOpened (GameObject Interface)
void OnConnectionClosed (GameObject Interface)
void OnUIButtonPressed (GameObject Button)
void OnPlayModeFinished ()
void OnEnable ()
void OnPausePressed (bool pressed)
void RemoveMeshGizmo (meshGizmo lasthovered)
void ResetSelectedMeshes ()
void SetMeshGizmoToSelectedMesh (meshGizmo clickedMesh, bool second)
meshGizmo signalGizmoMesh (GameObject obj, float pivotSize, Color meshColor, bool drawpivot, bool drawcenter)
EditorGizmoOptions GetGizmoOptions ()
void UpdateSignals ()
- 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 ()

Static Public Member Functions

static void BroadcastAll (string fun)
- Static Public Member Functions inherited from realvirtual.realvirtualBehavior
static bool DirectionIsLinear (DIRECTION direction)
 Gets back if the direction is linear or a rotation.

Public Attributes

ActiveOnly ActiveOn
string Version
bool Connected = true
float Scale = 1000
float SpeedOverride = 1
float TimeScale = 1
List< string > HideGroups
bool Restart = false
float RestartSceneAfterSeconds = 60
bool AdditiveScenesInEditor = true
bool AdditiveScenesInPlayMode = true
List< string > AdditiveScenes
bool EnablePositionDebug = true
int DebugLayer = 13
float HierarchyUpdateCycle = 0.2f
bool ShowHierarchyIcons = true
float WidthGroupName = 10
bool ShowComponents = true
float ScaleHandles = 1
GameObject StandardSource
EditorGizmoOptions EditorGizmoSettings
bool EnableHotkeys = true
KeyCode HotkeyQuickEdit
KeyCode HotkeySource
KeyCode HotkeyDelete
KeyCode HotkeyCreateOnSource
KeyCode HotKeyTopView
KeyCode HotKeyFrontView
KeyCode HotKeyBackView
KeyCode HotKeyLeftView
KeyCode HotKeyRightView
KeyCode HotKeyOrthoViews
KeyCode HotKeyOrhtoBigger
KeyCode HotKeyOrhtoSmaller
KeyCode HoteKeyOrthoDirection
KeyCode HoteKeyFocfus
bool UIEnabledOnStart = true
bool RuntimeInspectorEnabled = true
bool ObjectSelectionEnabled = true
bool HideInfoBox = false
GameObject RuntimeApplicationUI
GameObject RuntimeAutomationUI
bool EnableVisualSettings = true
bool StandardBasePlateAndLights = true
float BasePlateDimensions = 4f
float SunLightIntensity = 2f
float FirstLightIntensity = 3f
float SecondLightIntensity = 1.5f
int QualityLevel = 5
List< GameObject > LockedObjects = new List<GameObject>()
List< string > HiddenGroups
List< GameObject > ConnectionsActive = new List<GameObject>()
InspectorController InspectorController
- 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

Protected Member Functions

new bool hideactiveonly ()
- 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 ()

Additional Inherited Members

- Public Types inherited from realvirtual.realvirtualBehavior
enum  ActiveOnly

Member Function Documentation

◆ OnEnable()

void realvirtual.realvirtualController.OnEnable ( )

only if not prefab or new scene

◆ UpdateSignals()

void realvirtual.realvirtualController.UpdateSignals ( )

Clear Info on all Signals

get all Behavior models