game4automation.ForceDrive Class Reference

Moves Rigidbodies based on joints and forces. More...

Inheritance diagram for game4automation.ForceDrive:
game4automation.BaseDrive game4automation.ISignalInterface game4automation.Game4AutomationBehavior

Public Attributes

float ForceNewton =100
 Force in Newton.
 
bool DebugMode =false
 
float DebugScale =1
 
bool Forward
 Apply the force in forward direction based on attached Joint direction.
 
bool Backward
 Apply the force in backward direction based on attached Joint direction.
 
PLCOutputFloat SignalForce
 PLC output signal for force (connection is optional)
 
PLCOutputBool ForceForward
 PLC output signal for applying force in forward direction (connection is optional)
 
PLCOutputBool ForceBackward
 PLC output signal for applying force in backward direction (connection is optional)
 
PLCOutputBool SignalBrake
 PLC Signal for breaking.
 
PLCInputBool OnUpperLimit
 PLC input signal, true if attached joint reaches upper limit.
 
PLCInputBool OnLowerLimit
 PLC input signal, true if attached joint reaches lower limit.
 
PLCInputFloat CurrentPosition
 PLC Signal for the current joints position.
 
- 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
}
 
- 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 Member Functions inherited from game4automation.ISignalInterface
List< BehaviorInterfaceConnectionGetConnections ()
 
List< SignalGetSignals ()
 
- 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

Acts like a cylinder, forward and backward movement can controlled by PLC signals. In comparison to Drive_Cylinder this component is fully compatible with Unity physics but the positioning to an exact position is not possible due to pure physics based behaviour