Base Message Handler class to handle messages from Game Manager.
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| void | SetItemText (string newText) |
| | Sets the text on UI.Text, TextMeshPero, or TextMeshProUGUI objects.
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| void | OnPointerClick (PointerEventData pointerEventData) |
| | Detect current clicks on the GameObject (the one with the script attached)
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| void | OnPointerEnter (PointerEventData pointerEventData) |
| | Detect if the Cursor starts to pass over the GameObject.
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| void | OnPointerExit (PointerEventData pointerEventData) |
| | Detect when Cursor leaves the GameObject.
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| void | OnMouseEnter () |
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| void | OnMouseExit () |
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| virtual bool | HandleMessage (MyGameManager MyGameManager_instance, string msg, string param, out string retString) |
| | Handles messages sent to this game object from passed in MyGameManager.
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| virtual bool | HandleMessage (string msg, string param, out string retString) |
| | Handles messages sent to this game object from current MyGameManager.
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| Vector3 | GetParamPosition (string param) |
| | Get position vector if param string is either a vector or a ame object name.
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| void | GetEvaluatedParams (string param, out string[] parameters) |
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| Vector3 | getVector3 (string rString) |
| | Misc functions.
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| Vector3 | getVector3 (string rString, out float duration) |
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| void | Pressed () |
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| static string | GetHumanBodyBoneName (HumanBodyBones rBoneID) |
| | Converts our Unity bone id into the name equivalent.
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| static void | Align (Transform myTransform, Transform myChild, Transform target) |
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| static bool | DoesTagExist (string aTag) |
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| static GameObject | FindGO (string param) |
| | If present, use GameManager's functionality to find object. Otherwise use default Find()
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| static System.Type | FindType (string typeName, bool useFullName=false, bool ignoreCase=false) |
| | Finds a compoenent by name, or returns NULL if not found. Slow first time called as it builds component list from asasemblies.
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| static bool | UIActive = false |
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| static Dictionary< string, Type > | Registrations = new Dictionary<string, Type>() |
| | Used to keep track of full component names in assembly for finding by type name.
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| virtual void | Start () |
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| void | FindMyChildrenRecursive (List< Transform > list, Transform root) |
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| Collider | RaycastFirstCollider (Camera cam) |
| | Raycast the current mouse pointer on a given camera. Returns first collider hit by distance.
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| virtual void | Awake () |
| | whether object has animator with "Speed" parameter
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| string | GetHumanBone (string bname) |
| | get human avatar bone by name, e.g. 'Jaw', 'RightLowerArm' and returns GameObject name
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| bool | MenuCommand (string msg, string param) |
| | Menu commands and functions.
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| void | LookAt (string param, bool upright=false) |
| | Camera Commands and functions.
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| void | LookAtLegacy (string param, bool upright=false) |
| | LookAt an object from an optional offset or location.
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| virtual void | Update () |
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Base Message Handler class to handle messages from Game Manager.
ObjectMessageHandlerBase.cs
◆ Align()
| static void Cerebrum.ObjectMessageHandlerBase.Align |
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Transform |
myTransform, |
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Transform |
myChild, |
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Transform |
target |
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) |
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static |
◆ Awake()
| virtual void Cerebrum.ObjectMessageHandlerBase.Awake |
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protectedvirtual |
◆ DoesTagExist()
| static bool Cerebrum.ObjectMessageHandlerBase.DoesTagExist |
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string |
aTag | ) |
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static |
Returns true if a GameObject tag exists
◆ FindGO()
| static GameObject Cerebrum.ObjectMessageHandlerBase.FindGO |
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string |
param | ) |
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static |
If present, use GameManager's functionality to find object. Otherwise use default Find()
◆ FindMyChildrenRecursive()
| void Cerebrum.ObjectMessageHandlerBase.FindMyChildrenRecursive |
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List< Transform > |
list, |
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Transform |
root |
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) |
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protected |
Adds all descenedents to list.
◆ FindType()
| static System.Type Cerebrum.ObjectMessageHandlerBase.FindType |
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string |
typeName, |
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bool |
useFullName = false, |
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bool |
ignoreCase = false |
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) |
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static |
Finds a compoenent by name, or returns NULL if not found. Slow first time called as it builds component list from asasemblies.
◆ GetEvaluatedParams()
| void Cerebrum.ObjectMessageHandlerBase.GetEvaluatedParams |
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string |
param, |
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out string[] |
parameters |
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) |
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◆ GetHumanBodyBoneName()
| static string Cerebrum.ObjectMessageHandlerBase.GetHumanBodyBoneName |
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HumanBodyBones |
rBoneID | ) |
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static |
Converts our Unity bone id into the name equivalent.
- Parameters
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| rBoneName | Name of the human bone |
- Returns
- String representing the human bone name or an empty string if it isn't found
◆ GetHumanBone()
| string Cerebrum.ObjectMessageHandlerBase.GetHumanBone |
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string |
bname | ) |
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protected |
get human avatar bone by name, e.g. 'Jaw', 'RightLowerArm' and returns GameObject name
- Parameters
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| bname | Name of the human bone |
- Returns
- String representing the human bone name's game object
◆ GetParamPosition()
| Vector3 Cerebrum.ObjectMessageHandlerBase.GetParamPosition |
( |
string |
param | ) |
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Get position vector if param string is either a vector or a ame object name.
◆ getVector3() [1/2]
| Vector3 Cerebrum.ObjectMessageHandlerBase.getVector3 |
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string |
rString | ) |
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Misc functions.
Get Vector3 in form of either 1.0 2.0 3.0 or 1.0,2.0,3.0
◆ getVector3() [2/2]
| Vector3 Cerebrum.ObjectMessageHandlerBase.getVector3 |
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string |
rString, |
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out float |
duration |
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) |
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◆ HandleMessage()
| virtual bool Cerebrum.ObjectMessageHandlerBase.HandleMessage |
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MyGameManager |
MyGameManager_instance, |
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string |
msg, |
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string |
param, |
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out string |
retString |
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) |
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virtual |
Handles messages sent to this game object from passed in MyGameManager.
◆ MenuCommand()
| bool Cerebrum.ObjectMessageHandlerBase.MenuCommand |
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string |
msg, |
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string |
param |
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) |
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protected |
Menu commands and functions.
menu - create a multiple-choice menu Commands: menu.on - turn object's menu on menu.question - set menu's question menu.choices - set multiple-choice choices menu.done - true when choice has been made menu.result MATCH_STRING - bool containing whether choice matches MATCH_STRING menu.choice - string containing the choice that user made Examples:
◆ OnMouseEnter()
| void Cerebrum.ObjectMessageHandlerBase.OnMouseEnter |
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| ) |
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◆ OnMouseExit()
| void Cerebrum.ObjectMessageHandlerBase.OnMouseExit |
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| ) |
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◆ OnPointerClick()
| void Cerebrum.ObjectMessageHandlerBase.OnPointerClick |
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PointerEventData |
pointerEventData | ) |
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Detect current clicks on the GameObject (the one with the script attached)
◆ OnPointerEnter()
| void Cerebrum.ObjectMessageHandlerBase.OnPointerEnter |
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PointerEventData |
pointerEventData | ) |
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Detect if the Cursor starts to pass over the GameObject.
◆ OnPointerExit()
| void Cerebrum.ObjectMessageHandlerBase.OnPointerExit |
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PointerEventData |
pointerEventData | ) |
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Detect when Cursor leaves the GameObject.
◆ Pressed()
| void Cerebrum.ObjectMessageHandlerBase.Pressed |
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| ) |
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◆ RaycastFirstCollider()
| Collider Cerebrum.ObjectMessageHandlerBase.RaycastFirstCollider |
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Camera |
cam | ) |
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protected |
Raycast the current mouse pointer on a given camera. Returns first collider hit by distance.
◆ SetItemText()
| void Cerebrum.ObjectMessageHandlerBase.SetItemText |
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string |
newText | ) |
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Sets the text on UI.Text, TextMeshPero, or TextMeshProUGUI objects.
◆ Start()
| virtual void Cerebrum.ObjectMessageHandlerBase.Start |
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protectedvirtual |
◆ Update()
| virtual void Cerebrum.ObjectMessageHandlerBase.Update |
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protectedvirtual |
◆ anglePad
| float Cerebrum.ObjectMessageHandlerBase.anglePad = 20f |
◆ animator
| Animator Cerebrum.ObjectMessageHandlerBase.animator |
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protected |
◆ answerButton
| Texture Cerebrum.ObjectMessageHandlerBase.answerButton |
◆ aSource
| AudioSource Cerebrum.ObjectMessageHandlerBase.aSource |
◆ bubbleColor
| Color Cerebrum.ObjectMessageHandlerBase.bubbleColor = Color.blue |
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protected |
◆ center
| Vector2 Cerebrum.ObjectMessageHandlerBase.center = new Vector2(500,500) |
◆ centerButton
| Texture Cerebrum.ObjectMessageHandlerBase.centerButton |
◆ chatBubble
| ChatBubble Cerebrum.ObjectMessageHandlerBase.chatBubble =null |
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◆ chatObject
| GameObject Cerebrum.ObjectMessageHandlerBase.chatObject = null |
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◆ chatText
| String Cerebrum.ObjectMessageHandlerBase.chatText |
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protected |
◆ choices
| string [] Cerebrum.ObjectMessageHandlerBase.choices |
◆ clickable
| bool Cerebrum.ObjectMessageHandlerBase.clickable = false |
◆ clip
| AudioClip Cerebrum.ObjectMessageHandlerBase.clip |
◆ collider
| Collider Cerebrum.ObjectMessageHandlerBase.collider |
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◆ commandFound
| bool Cerebrum.ObjectMessageHandlerBase.commandFound = false |
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protected |
◆ cursorTexture2D
| Texture2D Cerebrum.ObjectMessageHandlerBase.cursorTexture2D |
◆ enableSelection
| bool Cerebrum.ObjectMessageHandlerBase.enableSelection = true |
◆ ep
◆ fallMult
| float Cerebrum.ObjectMessageHandlerBase.fallMult = 2.5f |
◆ followTarget
| string Cerebrum.ObjectMessageHandlerBase.followTarget |
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protected |
◆ gm
◆ gravity
| Vector3 Cerebrum.ObjectMessageHandlerBase.gravity = new Vector3(0f, -10f, 0f) |
◆ hover
| bool Cerebrum.ObjectMessageHandlerBase.hover = false |
◆ inputText
| string Cerebrum.ObjectMessageHandlerBase.inputText |
◆ interval
| float Cerebrum.ObjectMessageHandlerBase.interval |
◆ itemTextGO
| GameObject Cerebrum.ObjectMessageHandlerBase.itemTextGO |
◆ itemTextString
| string Cerebrum.ObjectMessageHandlerBase.itemTextString = null |
◆ jumpVelocity
| float Cerebrum.ObjectMessageHandlerBase.jumpVelocity = 8.5f |
◆ lowJumpMult
| float Cerebrum.ObjectMessageHandlerBase.lowJumpMult = 2f |
◆ menuSizeFraction
| float Cerebrum.ObjectMessageHandlerBase.menuSizeFraction =0.55f |
◆ movementSpeed
| float Cerebrum.ObjectMessageHandlerBase.movementSpeed = 1f |
◆ mr
| Renderer Cerebrum.ObjectMessageHandlerBase.mr |
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protected |
◆ mrs
| List<Renderer> Cerebrum.ObjectMessageHandlerBase.mrs |
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protected |
◆ offset
| Vector3 Cerebrum.ObjectMessageHandlerBase.offset = new Vector3(0.0f,0.2f,-0.10f) |
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protected |
◆ outline
| Outline Cerebrum.ObjectMessageHandlerBase.outline =null |
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protected |
◆ outline_bad
| Material Cerebrum.ObjectMessageHandlerBase.outline_bad |
◆ outline_good
| Material Cerebrum.ObjectMessageHandlerBase.outline_good |
◆ outline_normal
| Material Cerebrum.ObjectMessageHandlerBase.outline_normal |
◆ outline_yellow
| Material Cerebrum.ObjectMessageHandlerBase.outline_yellow |
◆ outlines
| List<Outline> Cerebrum.ObjectMessageHandlerBase.outlines |
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protected |
◆ player
| GameObject Cerebrum.ObjectMessageHandlerBase.player =null |
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protected |
◆ playSound
| bool Cerebrum.ObjectMessageHandlerBase.playSound |
Countdown timer for timer commmands (setTimer, startTimer, checkTimer )
audio variables
◆ pos
| Vector3 Cerebrum.ObjectMessageHandlerBase.pos = new Vector3(5, 5, 5) |
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protected |
◆ pressed
| bool Cerebrum.ObjectMessageHandlerBase.pressed = false |
◆ question
| string Cerebrum.ObjectMessageHandlerBase.question |
◆ radialMenuActive
| bool Cerebrum.ObjectMessageHandlerBase.radialMenuActive = false |
◆ radius
| int Cerebrum.ObjectMessageHandlerBase.radius = 125 |
◆ rb
| Rigidbody Cerebrum.ObjectMessageHandlerBase.rb |
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protected |
◆ rectOff
| RectOffset Cerebrum.ObjectMessageHandlerBase.rectOff |
◆ Registrations
| Dictionary<string, Type> Cerebrum.ObjectMessageHandlerBase.Registrations = new Dictionary<string, Type>() |
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static |
Used to keep track of full component names in assembly for finding by type name.
◆ scale
| Vector3 Cerebrum.ObjectMessageHandlerBase.scale = new Vector3(5, 5, 5) |
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protected |
◆ startTime
| bool Cerebrum.ObjectMessageHandlerBase.startTime |
◆ timer
| float Cerebrum.ObjectMessageHandlerBase.timer = 0 |
◆ timertrack
| float Cerebrum.ObjectMessageHandlerBase.timertrack = 0 |
◆ UIActive
| bool Cerebrum.ObjectMessageHandlerBase.UIActive = false |
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static |
◆ UIActiveReset
| bool Cerebrum.ObjectMessageHandlerBase.UIActiveReset = false |
The documentation for this class was generated from the following file: