game4automation.Fixer Class Reference

The Fixer is able to fix Mus as Subcomponents to any Gameobject where the Fixer is attached. More...

Inheritance diagram for game4automation.Fixer:
game4automation.BehaviorInterface game4automation.IFix game4automation.Game4AutomationBehavior game4automation.ISignalInterface

Public Member Functions

void OnTriggerEnter (Collider other)
 
void OnTriggerExit (Collider other)
 
void Release ()
 
void Unfix (MU mu)
 
void Fix (MU mu)
 
- Public Member Functions inherited from game4automation.BehaviorInterface
new List< BehaviorInterfaceConnectionGetConnections ()
 
new 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 UseRayCast
 Use Raycasts instead of Box Collider for detecting parts.
 
Vector3 RaycastDirection = new Vector3(1, 0, 0)
 Raycast direction.
 
float RayCastLength = 100
 Length of Raycast in mm.
 
List< string > RayCastLayers = new List<string>(new string[] {"g4a MU","g4A SensorMU",})
 Raycast Layers.
 
bool FixMU
 true if MU should be fixed
 
bool AlignAndFixOnMinDistance
 true if MU should be fixed or aligned when Distance between MU and Fixer is minimum (distance is increasing again)
 
bool ReleaseOnCollissionNonMU = false
 Releases the fixer if something which is not an MU is colliding with the Fixer.
 
bool AlignMU
 true if pivot Points of MU and Fixer should be aligned
 
bool ShowStatus
 
float StatusOpacity = 0.2f
 true if Status of Collider or Raycast should be displayed
 
PLCOutputBool FixerRelease
 Opacity of Mesh in case of status display.
 
PLCOutputBool FixerFix
 PLCSignal for releasing current MUs and turning Fixer off.
 
List< MUMUSEntered
 
List< MUMUSFixed
 
- 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
 

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

As soon as the free moving Mus are colliding or as soon as a Gripper is releasing the MUs the Fixer will fix the MU. MUs fixed by the Fixer have no Gravity and are purely kinematic.