The Source is generating MUs during simulation time. More...

Inheritance diagram for game4automation.Source:
game4automation.BaseSource game4automation.ISignalInterface game4automation.Game4AutomationBehavior

Public Member Functions

MU Generate ()
 Generates an MU. More...
 
void DeleteAll ()
 Deletes all MU generated by this Source.
 
- 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 Member Functions inherited from game4automation.ISignalInterface
List< BehaviorInterfaceConnectionGetConnections ()
 
List< SignalGetSignals ()
 

Public Attributes

GameObject ThisObjectAsMU
 The referenced GameObject which should be used as a prototype for the MU. If it is null it will be this GameObject.
 
GameObject Destination
 The destination GameObject where the generated MU should be placed.
 
bool Enabled = true
 If set to true the Source is enabled.
 
bool FreezeSourcePosition = true
 If set to true the Source itself (the MU template) is fixed to its position.
 
bool DontVisualize = true
 True if the Source should not be visible during Simulation time.
 
float Mass = 1
 Mass of the generated MU.
 
bool SetCenterOfMass = false
 
Vector3 CenterOfMass = new Vector3(0,0,0)
 Mass of the generated MU.
 
string GenerateOnLayer =""
 
bool ChangeDefaultLayer = true
 Layer where the MUs should be generated to - if kept empty no layers are changed.
 
List< string > OnCreateDestroyComponents = new List<string>()
 If set to true Layers are automatically changed if default Layer is detected.
 
float StartInterval = 0
 Destroy this components on MU when MU is created as a copy of the source - is used to delete additional source scripts.
 
float Interval = 0
 Start MU creation with the given seconds after simulation start.
 
bool AutomaticGeneration = true
 Interval in seconds between the generation of MUs. Needs to be set to 0 if no interval generation is wished.
 
float GenerateIfDistance = 300
 Automatic generation of MUs if last MU is above the GenerateIfDistance distance from MU.
 
bool LimitNumber = false
 Distance in millimeters from Source when new MUs should be generated.
 
int MaxNumberMUs = 1
 
int Created = 0
 
bool GenerateMU =true
 
bool DeleteAllMU
 When changing from false to true a new MU is generated.
 
PLCOutputBool SourceGenerate
 when changing from false to true all MUs generated by this Source are deleted.
 
Game4AutomationEventMUCreated EventMUCreated
 When changing from false to true a new MU is generated.
 
- 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

void Reset ()
 
void Start ()
 
- 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 ()
 

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.
 
- Properties inherited from game4automation.ISignalInterface
GameObject gameObject [get]
 

Detailed Description

The Source is generating new MUs based on the referenced (ThisObjectAsMU) GameObject. When generating an MU a copy of the referenced GameObject will be created.

Member Function Documentation

◆ Generate()

MU game4automation.Source.Generate ( )

Check if still default layer – if yes then set box collider to g4a MU