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This is the base class for all Game4Automation objects. This base clase is providing some additional scripts and properties for all components.

Inheritance diagram for game4automation.Game4AutomationBehavior:
game4automation.AutoConnectBase game4automation.BaseCAM game4automation.BaseDrive game4automation.BaseGrip game4automation.BasePath game4automation.BaseSensor game4automation.BaseSource game4automation.BaseTransportSurface game4automation.BehaviorInterface game4automation.CAD game4automation.CameraPosition game4automation.Chain game4automation.ChainElement game4automation.ControlLogic game4automation.Game4AutomationController game4automation.Group game4automation.InterfaceBaseClass game4automation.Kinematic game4automation.Lamp game4automation.MU game4automation.MaterialChanger game4automation.PerformanceOptimizer game4automation.PixyzImporter game4automation.ReplayRecording game4automation.RobotIK game4automation.SceneMouseNavigation game4automation.Signal game4automation.SignalManager game4automation.SimpleJoint game4automation.Sink game4automation.VirtualCameraController

Public Types

enum  ActiveOnly

Public Member Functions

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 ()

Static Public Member Functions

static bool DirectionIsLinear (DIRECTION direction)
 Gets back if the direction is linear or a rotation.

Public Attributes

string Name
 The name of the component if it should be different from the GameObject name.
ActiveOnly Active
GameObject FromTemplate
Game4AutomationController Game4AutomationController
bool HideNonG44Components
bool SceneIsAdditive

Protected Member Functions

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 ()