game4automation.Drive_Cylinder Class Reference

Behavior model of a cylinder movement which can be connected to a Drive. More...

Inheritance diagram for game4automation.Drive_Cylinder:
game4automation.BehaviorInterface game4automation.Game4AutomationBehavior game4automation.ISignalInterface

Public Member Functions

delegate void OnMinDelegate ()
 Delegate function which is called when cylinder is at Min.
 
delegate void OnMaxDelegate ()
 Delegate function which is called when cylinder is at Max.
 
- Public Member Functions inherited from game4automation.BehaviorInterface
List< BehaviorInterfaceConnectionGetConnections ()
 
List< SignalGetSignals ()
 
- Public Member Functions inherited from game4automation.Game4AutomationBehavior
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 OneBitCylinder = false
 if set to true only one bit is needed to controll the cylinder. If Out=false the cylinder moves in
 
float MinPos = 0
 Minimum position in millimeters of the cylinder.
 
float MaxPos = 100
 Maximumposition in millimeters of the cylinder.
 
float TimeOut = 1
 Time for moving out from minimum position to maximum position in seconds.
 
float TimeIn = 1
 Time for moving in from maximum position to minimum position in seconds.
 
Sensor StopWhenDrivingToMin
 Sensor for stopping the cylinder before reaching the min position (optional)
 
Sensor StopWhenDrivingToMax
 Sensor for stopping the cylinder before reaching the max position (optional)
 
bool _out = false
 true for moving the cylinder out.
 
bool _in = false
 true for moving the cylinder in.
 
bool _isOut = false
 is true when cylinder is out or stopped by Max sensor.
 
bool _isIn = false
 is true when cylinder is in or stopped by Min sensor.
 
bool _movingOut = false
 is true when cylinder is currently moving out
 
bool _movingIn = false
 is true when cylinder is currently moving in
 
bool _isMax = false
 is true when cylinder is at maximum position.
 
bool _isMin = false
 is true when cylinder is at minimum position.
 
PLCOutputBool Out
 Signal for moving the cylinder out.
 
PLCOutputBool In
 Signal for moving the cylinder in.
 
PLCInputBool IsOut
 Signal when the cylinder is out or stopped by Max sensor.
 
PLCInputBool IsIn
 Signal when the cylinder is in or stopped by Max sensor.
 
PLCInputBool IsMax
 Signal is true when the cylinder is at Max position.
 
PLCInputBool IsMin
 Signal is true when the cylinder is at Min position.
 
PLCInputBool IsMovingOut
 Signals is true when the cylinder is moving in.
 
PLCInputBool IsMovingIn
 Signal is true when the cylinder is moving out.
 
- Public Attributes inherited from game4automation.BehaviorInterface
List< BehaviorInterfaceConnectionConnectionInfo = new List<BehaviorInterfaceConnection>()
 
- Public Attributes inherited from game4automation.Game4AutomationBehavior
string Name
 The name of the component if it should be different from the GameObject name.
 
ActiveOnly Active
 
GameObject FromTemplate
 
Game4AutomationController Game4AutomationController
 
bool HideNonG44Components
 

Events

OnMinDelegate EventOnMin
 
OnMaxDelegate EventOnMax
 

Additional Inherited Members

- Public Types inherited from game4automation.Game4AutomationBehavior
enum  ActiveOnly {
  Always, Connected, Disconnected, Never,
  DontChange
}
 
- Static Public Member Functions inherited from game4automation.Game4AutomationBehavior
static bool DirectionIsLinear (DIRECTION direction)
 Gets back if the direction is linear or a rotation.
 
- Protected Member Functions inherited from game4automation.Game4AutomationBehavior
bool hidename ()
 
bool hideactiveonly ()
 
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 Game4AutomationController in the scene.
 
virtual void AfterAwake ()
 
void Awake ()
 
- Properties inherited from game4automation.ISignalInterface
GameObject gameObject [get]
 

Detailed Description

The cylinder is defined by a maximum (MaxPos) and minimum (MinPos) position in millimeters in relation to the zero position. The speed of the time for moving the cylinder out and in is defined in seconds by the properties TimeOut and TimeIn.