game4automation.UIMessage Class Reference

Modal UI Message box which can be opened by a PLC signal. Can be used for example for displaying warnings.

Inheritance diagram for game4automation.UIMessage:
game4automation.Game4AutomationUI game4automation.BehaviorInterface game4automation.Game4AutomationBehavior game4automation.ISignalInterface

Public Member Functions

void OKPressed ()
 Close the message.
 
void enableMessage (bool enable)
 Enable the message or disable the message.
 
- Public Member Functions inherited from game4automation.Game4AutomationUI
void SetColor (GameObject obj, Color color)
 
void ResetColor (GameObject obj)
 
- Public Member Functions inherited from game4automation.BehaviorInterface
new List< BehaviorInterfaceConnectionGetConnections ()
 
new List< SignalGetSignals ()
 
- 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 Header
 The Header text of the message.
 
string Message
 The message itself.
 
float AutoCloseAfterSeconds
 Close the message after the defined time in seconds. If seconds is 0 the message is not automatically closed.
 
GameObject [] HightlightObjects
 A collection of objects which should be highlighed during the message.
 
float HighLightRedCol
 The highlight color in RGB - red.
 
float HighLightGreenCol
 The highlight color in RGB - green.
 
float HighLightBlueCol
 The highlight color in RGB - blue.
 
float FlashDuration
 The duration of the highlight flash.
 
bool Display = false
 Displays the message.
 
PLCOutputBool DisplayMessage
 The PLCOutput signal which is connected to the message.
 
- Public Attributes inherited from game4automation.BehaviorInterface
List< BehaviorInterfaceConnectionConnectionInfo = new List<BehaviorInterfaceConnection>()
 
- 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
}
 
- 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 ()
 
- Properties inherited from game4automation.ISignalInterface
GameObject gameObject [get]