game4automation.Grip Class Reference

Grip is used for fixing MUs to components which are moved by Drives. More...

Inheritance diagram for game4automation.Grip:
game4automation.BaseGrip game4automation.IFix game4automation.Game4AutomationBehavior

Public Member Functions

void Fix (MU mu)
 Picks the GameObject obj.
 
void Unfix (MU mu)
 Places the GameObject obj.
 
void Pick ()
 Picks al objects collding with the Sensor.
 
void Place ()
 Places all objects.
 
- 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

Sensor PartToGrip
 Identifies the MU to be gripped.
 
bool DirectlyGrip = false
 If set to true the MU is directly gripped when Sensor PartToGrip detects a Part.
 
GameObject PickAlignWithObject
 If not null the MUs are aligned with this object before picking.
 
GameObject PlaceAlignWithObject
 If not null the MUs are aligned with this object after placing.
 
UnityEngine.Joint ConnectToJoint
 
Sensor PickBasedOnSensor
 Picking is started when this sensor is occupied (optional)
 
Drive_Cylinder PickBasedOnCylinder
 Picking is stared when Cylinder is Max or Min (optional)
 
bool PickOnCylinderMax
 Picking is started when Cylinderis Max.
 
bool NoPhysicsWhenPlaced = false
 Object remains kinematic (no phyisics) when placed.
 
bool PlaceLoadOnMU = false
 When placing the components they should be loaded onto an MU as subcomponent.
 
Sensor PlaceLoadOnMUSensor
 Sensor defining the MU where the picked MUs should be loaded to.
 
bool PickObjects = false
 true for picking MUs identified by the sensor.
 
bool PlaceObjects = false
 //!< true for placing the loaded MUs.
 
EventMUGrip EventMUGrip
 Unity event which is called for MU grip and ungrip. On grip it passes MU and true. On ungrip it passes MU and false.
 
PLCOutputBool SignalPick
 
PLCOutputBool SignalPlace
 
List< GameObject > PickedMUs
 
- 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 ()
 

Detailed Description

The MUs can be gripped as Sub-Components or with Rigid Bodies.