Public Member Functions |
Static Public Member Functions |
Public Attributes |
Protected Member Functions |
List of all members
game4automation.Game4AutomationController Class Reference
This object needs to be in every game4automation scene. It controls main central data (like scale...) and manages main game4automation settings for the scene.
Inheritance diagram for game4automation.Game4AutomationController:

Public Member Functions | |
new void | ChangeConnectionMode (bool isconnected) |
void | SetStartView () |
void | ChangeTimeScale (float scale) |
void | SetView (int view) |
void | ActiveateView (int view) |
void | AddHideGroup (string group) |
void | RemoveHideGroup (string group) |
bool | GroupIsHidden (string group) |
void | ChangedVisual () |
void | ChangeUIEnable () |
void | MessageBox (string message, bool autoclose, float closeafterseconds) |
int | GetMUID (GameObject caller) |
void | Quit () |
void | Pause () |
void | Play () |
void | ChangedTimeScale () |
void | OnConnectionButtonPresed (GenericButton button) |
void | OnConnectionOpened (GameObject Interface) |
void | OnConnectionClosed (GameObject Interface) |
void | OnUIButtonPressed (GameObject Button) |
void | OnPlayModeFinished () |
void | ChangeVREnvironment () |
bool | GetVREnvironment () |
void | SetVREnvironment (bool on) |
void | OnPausePressed (bool pressed) |
void | UpdateSignals () |
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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 Public Member Functions | |
static void | BroadcastAll (string fun) |
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static bool | DirectionIsLinear (DIRECTION direction) |
Gets back if the direction is linear or a rotation. | |
Public Attributes | |
ActiveOnly | ActiveOn |
string | Version |
bool | Connected = true |
float | Scale = 1000 |
float | SpeedOverride = 1 |
List< string > | HideGroups |
float | TimeScale = 1 |
bool | EnablePositionDebug = true |
int | DebugLayer = 13 |
float | HierarchyUpdateCycle = 0.2f |
bool | ShowHierarchyIcons = true |
float | WidthGroupName = 10 |
bool | ShowHide = true |
bool | ShowFilter |
bool | ShowComponents = true |
float | ScaleHandles = 1 |
GameObject | StandardSource |
bool | EnableHotkeys = true |
KeyCode | HotkeyQuickEdit |
KeyCode | HotkeySource |
KeyCode | HotkeyDelete |
KeyCode | HotkeyCreateOnSource |
bool | UIEnabledOnStart = true |
bool | RuntimeInspectorEnabled = true |
bool | HideInfoBox = false |
GameObject | RuntimeApplicationUI |
GameObject | RuntimeAutomationUI |
bool | EnableEnvironmentAndQuality = true |
Material | VRSkybox |
bool | StandardBasePlateAndLights = true |
float | BasePlateDimensions = 4f |
bool | VREnvironment |
GameObject | EnvironmentAsset |
float | SunLightIntensity = 2f |
float | FirstLightIntensity = 3f |
float | SecondLightIntensity = 1.5f |
int | QualityLevel = 5 |
float | GlobalLight = 0.8f |
bool | EnableHQ = true |
List< GameObject > | LockedObjects |
List< string > | HiddenGroups |
List< GameObject > | ConnectionsActive = new List<GameObject>() |
InspectorController | InspectorController |
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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 | |
new bool | hideactiveonly () |
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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 | |
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enum | ActiveOnly { Always, Connected, Disconnected, Never, DontChange } |
Member Function Documentation
◆ UpdateSignals()
void game4automation.Game4AutomationController.UpdateSignals | ( | ) |
Clear Info on all Signals
get all Behavior models