game4automation.EthernetIPInterface Class Reference
Inheritance diagram for game4automation.EthernetIPInterface:
game4automation.InterfaceThreadedBaseClass game4automation.InterfaceBaseClass game4automation.Game4AutomationBehavior

Public Member Functions

void ImportSignals ()
 
void ReadSignalFile ()
 
void Disconnect ()
 
async Task Read ()
 
async Task Write ()
 
override void OpenInterface ()
 
override void CloseInterface ()
 
- Public Member Functions inherited from game4automation.InterfaceThreadedBaseClass
override void OpenInterface ()
 
override void CloseInterface ()
 
- Public Member Functions inherited from game4automation.InterfaceBaseClass
void UpdateInterfaceSignals (ref int inputs, ref int outputs)
 Creates a new List of InterfaceSignals based on the Components under this Interface GameObject.
 
Signal CreateSignalObject (string name, SIGNALTYPE type, SIGNALDIRECTION direction)
 Create a signal object as sub gameobject.
 
Signal AddSignal (InterfaceSignal interfacesignal)
 
void RemoveSignal (InterfaceSignal interfacesignal)
 
virtual GameObject GetSignal (string name)
 Gets a signal with a name.
 
void SetAllSignalStatus (bool connected)
 
void DestroyAllSignals ()
 
void DeleteSignals ()
 
- 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

string Gateway = "10.10.10.10"
 
String Path = "1,0"
 
PlcType PLCType = PlcType.ControlLogix
 
Protocol Protocol = Protocol.ab_eip
 
int Timeout = 5000
 
bool DebugMode = true
 
string PLCSignalTable
 
ulong UpdateCycle
 
- Public Attributes inherited from game4automation.InterfaceThreadedBaseClass
int MinCommCycleMs = 0
 
int CommCycleMeasures = 1000
 
int CommCycleNr
 
int CommCycleMs
 
int CommCycleMin
 
float CommCycleMed
 
int CommCycleMax
 
int CommCycleMeasureNum
 
string ThreadStatus
 
bool NoThreading = false
 
- Public Attributes inherited from game4automation.InterfaceBaseClass
bool IsConnected =false
 
List< InterfaceSignalInterfaceSignals = new List<InterfaceSignal>()
 
- 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
 

Protected Member Functions

override void CommunicationThreadUpdate ()
 Updates all signals in the parallel communication thread.
 
- Protected Member Functions inherited from game4automation.InterfaceThreadedBaseClass
virtual void CommunicationThreadClose ()
 
- Protected Member Functions inherited from game4automation.InterfaceBaseClass
void OnConnected ()
 
void OnDisconnected ()
 
- 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 ()
 

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.