The base class for all Signals.

Inheritance diagram for game4automation.Signal:
game4automation.Game4AutomationBehavior game4automation.PLCInputBool game4automation.PLCInputFloat game4automation.PLCInputInt game4automation.PLCOutputBool game4automation.PLCOutputFloat game4automation.PLCOutputInt

Public Member Functions

virtual string GetVisuText ()
 Virtual for getting the text for the Hierarchy View.
 
virtual bool IsInput ()
 Virtual for getting information if the signal is an Input.
 
virtual void SetValue (string value)
 Virtual for setting the value.
 
virtual void OnToggleHierarchy ()
 Virtual for toogle in hierarhy view.
 
virtual void SetStatusConnected (bool status)
 Virtual for setting the Status to connected.
 
virtual void SetValue (object value)
 Sets the value of the signal.
 
void Unforce ()
 Unforces the signal.
 
virtual object GetValue ()
 Gets the value of the signal.
 
virtual bool GetStatusConnected ()
 Virtual for getting the connected Status.
 
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)
 
- 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

string Comment
 
string OriginDataType
 
SettingsSignal Settings
 
SignalEvent EventSignalChanged
 
List< ConnectionConnectionInfo = new List<Connection>()
 
- 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
 

Protected Member Functions

new bool hidename ()
 
void SignalChangedEvent (Signal signal)
 
- 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 ()
 

Protected Attributes

string Visutext
 

Events

OnSignalChangedDelegate SignalChanged
 

Additional Inherited Members

- Public Types inherited from game4automation.Game4AutomationBehavior
enum  ActiveOnly {
  Always, Connected, Disconnected, Never,
  DontChange
}
 
- Static Public Member Functions inherited from game4automation.Game4AutomationBehavior
static bool DirectionIsLinear (DIRECTION direction)
 Gets back if the direction is linear or a rotation.