game4automation.Interact3D Class Reference

Adds buttons or Lights which can be connected to Signals tp a 3D scene.

Inheritance diagram for game4automation.Interact3D:
game4automation.BehaviorInterface game4automation.Game4AutomationBehavior game4automation.ISignalInterface

Public Attributes

bool On
 Status On.
 
bool MouseDown
 Mouse is down.
 
bool PLCOn
 PLC Signal is ON.
 
bool Blocked
 
bool Switch
 true if interaction should work like a switch, if false it works like a button
 
Material MaterialOn
 Material which should be used for the ON status of the Switch or Button.
 
Material MaterialOnMouseDown
 Material which should be used on mouse down.
 
Material MaterialOnBlocked
 Material which should be used if interaction is blocked by a PLCSignal.
 
float DurationMaterialOnBlocked
 Duration of visual feedback with MaterialOnBlocked. If user is pressing button and it is blocked by PLC it will be visualized.
 
Material MaterialPLCOn
 Material which should be used if PLC Output signal SignalOn is true.
 
Light LightOn
 Optional light which is turned on on ON status.
 
Light LightPLCOn
 Optional light which is turned on if PLC Output signal SignalOn is true.
 
PLCInputBool SignalIsOn
 PLCInput if button or switch status is on.
 
PLCOutputBool SignalOn
 PLCOutput to turn PLCOn Status on.
 
PLCOutputBool SignalBlocked
 PLCOutput to block interaction with button.
 
- 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
}
 
- 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 ()
 
- 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]