game4automation.OPCUA_Interface Class Reference
Inheritance diagram for game4automation.OPCUA_Interface:

Public Member Functions | |
void | Connect () |
Connects to the OPCUA Server. | |
OPCUA_Node | GetOPCUANode (string nodeid) |
Gets an OPCUA_Node with the NodeID in all the Childrens of the Interface. | |
void | ImportNodes () |
Imports all OPCUANodes under TopNodeId and creates GameObjects. More... | |
void | EditorImportNodes () |
void | ImportNodes (string nodeid) |
Imports all nodes under one TopNodeID. More... | |
OPCUANodeSubscription | Subscribe (string nodeid, NodeUpdateDelegate del) |
Subscribes to an OPCUA node, delegate function gets called when node value is updated on OPCUA server. | |
object | ReadNodeValue (OPCUA_Node node) |
Reads a Node value and returns it as object. | |
object | ReadNodeValue (string nodeid) |
Reads a Node value based on its id and returns it as object. | |
object | ReadNodeValue (string nodeid, ref string status) |
Reads a Node value based on its id and returns it as object, a status reference is passed. | |
bool | WriteNodeValue (string nodeid, object value) |
Writes a value to an OPCUA node with its nodeid. | |
bool | WriteNodeValue (OPCUA_Node node, object value) |
Writes a value to an OPCUA node with its node object. | |
bool | WriteNodeValue (string nodeid, object value, ref string status) |
Writes a value to an OPCUA node with its node id and a status variable reference. | |
void | Disconnect () |
Disconnects from the OPCUA server. | |
Public Attributes | |
string | ServerIP = "127.0.0.1" |
The address of the OPC Server (default is localhost 127.0.0.1) | |
int | ServerPort = 4840 |
int | SessionTimeoutMs = 60000 |
string | TopNodeId = "Demo.Static.Scalar" |
bool | DebugMode |
bool | IsConnected |
bool | IsReconnecting |
string | ApplicationName = "game4automation" |
The application name of the OPC Client. | |
string | ApplicationURN = "urn:game4automation" |
The appliction URN of the OPC Client. | |
string | ProductURI = "uri:game4automation" |
The appliction URI of the OPC Client. | |
string | ClientPrivateCertificate |
The SubPath of the Certificates inside StreamingAssets. If empty no certificates are used. | |
string | ClientPublicCertificate |
The SubPath of the client certificate inside StreamingAssets. If emtpy no certificates are used. | |
string | UserName = "" |
The username - if blank anonymous user will be used. | |
string | Password = "" |
The password for the User. | |
int | ReconnectTime = 2000 |
int | MaxNumberOfNodesPerSubscription |
The time in ms in which reconnection attemts shoud be made - if 0 no automatic reconnections are made. | |
List< string > | RegexWriteNodes |
0 if number of nodes is not limited | |
bool | AutomaticallyInputOnWriteSignals |
Regex to defines Signals which needs to be automatically defined as Wrtie to OPCUA server. | |
bool | AutomaticallySubscribeOnImport = true |
Automatically subscribes when importing new nodes. | |
int | NumberSubsriptions |
int | NumberSubscribingNodes |
int | CurrentNodeInSubscription |
uint | CurrentSubscriptionID |
uint | CurrentClientHandle = 1 |
UnityEvent | EventOnConnected |
UnityEvent | EventOnDisconnected |
Member Function Documentation
◆ ImportNodes() [1/2]
void game4automation.OPCUA_Interface.ImportNodes | ( | ) |
If GameObject with NodeID is already existing the GameObject will be updated. Does not deletes any Nodes. If Game4Automation Framework is existent (Compiler Switch GAME4AUTOMATION) also Game4Automation PLCInputs and PLCOutputs are created or updated or all nodes with suitable data types.
◆ ImportNodes() [2/2]
void game4automation.OPCUA_Interface.ImportNodes | ( | string | nodeid | ) |
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