game4automation.PLC_Handling Class Reference

PLC Script for the game4automation demo model.

Inheritance diagram for game4automation.PLC_Handling:
game4automation.ControlLogic game4automation.Game4AutomationBehavior

Public Attributes

bool On = true
 
PLCOutputFloat GantryYDestination
 
PLCOutputBool GantryYStart
 
PLCInputBool GantryYAtDestination
 
PLCInputBool GantryYDriving
 
PLCOutputFloat GantryZDestination
 
PLCOutputBool GantryZStart
 
PLCInputBool GantryZAtDestination
 
PLCInputBool GantryZDriving
 
PLCOutputBool OpenGripper
 
PLCOutputBool CloseGripper
 
PLCInputBool GripperOpened
 
PLCInputBool GripperClosed
 
PLCInputBool SensorCan
 
PLCInputBool ButtonStartChangeCycle
 
PLCInputBool ButtonHandlingOn
 
PLC_BoxConveyor PlcBoxConveyor
 
float PickCanPosY
 
float PickCanPosZ
 
float PlaceCanPosZ
 
float PlaceCanPosY
 
float TransportCanPosZ
 
int NumberOfRows = 2
 
int NumberOfColums = 5
 
float DistanceCol = 100
 
float DistancerRow = 100
 
string StatusLoader = "waiting"
 
int CurrentRowNumber = 0
 
int CurrentColNumber = 0
 
int CycleNumber = 0
 
- 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.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 ()