game4automation.Drive_FollowPosition Class Reference
Behavior model of a drive where the drive is exactly following the current given position of the PLC This is special useful for connecting motion controllers and robot controllers to game4automation. More...
Inheritance diagram for game4automation.Drive_FollowPosition:

Public Attributes | |
float | Offset = 0 |
Offset in millimeter which is added to the position signal. | |
float | Scale = 1 |
Scale factor which is scaling the position value. | |
PLCOutputFloat | Position |
Signal (PLCOutput) for the defined position of the drive. | |
PLCInputFloat | CurrentPosition |
PLCInput for the current position of the drive (without offset and scaling) | |
![]() | |
List< BehaviorInterfaceConnection > | ConnectionInfo = new List<BehaviorInterfaceConnection>() |
![]() | |
string | Name |
The name of the component if it should be different from the GameObject name. | |
ActiveOnly | Active |
GameObject | FromTemplate |
Game4AutomationController | Game4AutomationController |
bool | HideNonG44Components |
Additional Inherited Members | |
![]() | |
enum | ActiveOnly { Always, Connected, Disconnected, Never, DontChange } |
![]() | |
new List< BehaviorInterfaceConnection > | GetConnections () |
new List< Signal > | GetSignals () |
![]() | |
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 () |
![]() | |
static bool | DirectionIsLinear (DIRECTION direction) |
Gets back if the direction is linear or a rotation. | |
![]() | |
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 () |
![]() | |
GameObject | gameObject [get] |