game4automation.PLCInputFloat Class Reference
PLC FLOAT INPUT Signal.
Inheritance diagram for game4automation.PLCInputFloat:

Public Member Functions | |
override void | SetStatusConnected (bool status) |
Virtual for setting the Status to connected. | |
override bool | GetStatusConnected () |
Virtual for getting the connected Status. | |
override string | GetVisuText () |
Virtual for getting the text for the Hierarchy View. | |
override bool | IsInput () |
Virtual for getting information if the signal is an Input. | |
override void | SetValue (string value) |
Virtual for setting the value. | |
void | SetValue (int value) |
Sets the value as an int. | |
override void | SetValue (object value) |
Sets the value of the signal. | |
override object | GetValue () |
Gets the value of the signal. | |
void | SetValue (float value) |
Sets the value as a float. | |
void | Update () |
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virtual void | OnToggleHierarchy () |
Virtual for toogle in hierarhy view. | |
void | Unforce () |
Unforces the signal. | |
void | DeleteSignalConnectionInfos () |
void | AddSignalConnectionInfo (GameObject behavior, string connectionname) |
bool | IsConnectedToBehavior () |
Returns true if InterfaceSignal is connected to any Behavior Script. | |
InterfaceSignal | GetInterfaceSignal () |
Returns an InterfaceSignal Object based on the Signal Component. | |
delegate void | OnSignalChangedDelegate (Signal obj) |
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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< BehaviorInterfaceConnection > | UpdateConnectionInfo () |
List< Signal > | GetConnectedSignals () |
void | SetVisibility (bool visibility) |
Sets the visibility of this object including all subobjects. | |
List< BehaviorInterfaceConnection > | GetConnections () |
List< Signal > | GetSignals () |
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 | |
StatusFloat | Status |
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string | Comment |
string | OriginDataType |
SettingsSignal | Settings |
SignalEvent | EventSignalChanged |
bool | Autoconnected = false |
List< Connection > | ConnectionInfo = new List<Connection>() |
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string | Name |
The name of the component if it should be different from the GameObject name. | |
ActiveOnly | Active |
GameObject | FromTemplate |
Game4AutomationController | Game4AutomationController |
bool | HideNonG44Components |
Properties | |
float | Value [get, set] |
Additional Inherited Members | |
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enum | ActiveOnly { Always, Connected, Disconnected, Never, DontChange } |
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static bool | DirectionIsLinear (DIRECTION direction) |
Gets back if the direction is linear or a rotation. | |
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new bool | hidename () |
void | SignalChangedEvent (Signal signal) |
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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 () |
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string | Visutext |
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OnSignalChangedDelegate | SignalChanged |