game4automation.Measure Class Reference

Measure is able to measure disctace between PivotPoints during Edit mode and during Simulation. Measured distance can be written to a PLCInputFloat Signal.

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

Public Member Functions

void DrawString (string text, Vector3 worldPos, Color? textColor=null, Color? backColor=null)
- 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 ()

Public Attributes

GameObject MeasureFrom
 The object from which the Distance between Pivot Points should be measured to this objects Pivot Point.
Vector3 Distance
 The measured distance (read only) as Vector in World coordinates.
float DistanceAbs
 The measured distance (read only) as absolute value in World coordinates.
Vector3 SetDistance
 The distance that should be set when button Set Distance is pushed.
bool KeepSetDistance
 True if the distance should be always kept as the value in SetDistance.
bool DisplayOnSelected =true
 Display measurement in Scene window when selected.
bool DisplayAlways =true
 Display measurement in Scene window always.
bool DisplayLine =true
 Display a line between points.
bool DisplayAbs =true
 Display the absolute value in Scene window.
bool DisplayVector =true
 Display the vector in World coordinates in Scene window.
bool UseMillimeters =true
 Use Millimeters on display and PLCSignal (1 Unity scale = 1000mm)
float PLCSignalOffset =0
 Offset to the PLCSignal.
PLCInputFloat MeasuredDistance
 The absolute distance as PLCInputFloat.
PLCInputFloat MeasuredDistanceX
 The distance in World X coordinates as PLCInputFloat.
PLCInputFloat MeasuredDistanceY
 The distance in World Y coordinates as PLCInputFloat.
PLCInputFloat MeasuredDistanceZ
 The distance in World Z coordinates as PLCInputFloat.
- 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,
- 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]