Cerebrum™
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Cerebrum.ObjectMessageHandlerBase Class Reference

Base Message Handler class to handle messages from Game Manager. More...

Inheritance diagram for Cerebrum.ObjectMessageHandlerBase:
Collaboration diagram for Cerebrum.ObjectMessageHandlerBase:

Public Member Functions

void SetItemText (string newText)
 Sets the text on UI.Text, TextMeshPero, or TextMeshProUGUI objects.
 
void OnPointerClick (PointerEventData pointerEventData)
 Detect current clicks on the GameObject (the one with the script attached)
 
void OnPointerEnter (PointerEventData pointerEventData)
 Detect if the Cursor starts to pass over the GameObject.
 
void OnPointerExit (PointerEventData pointerEventData)
 Detect when Cursor leaves the GameObject.
 
void OnMouseEnter ()
 
void OnMouseExit ()
 
virtual bool HandleMessage (MyGameManager MyGameManager_instance, string msg, string param, out string retString)
 Handles messages sent to this game object from passed in MyGameManager.
 
virtual bool HandleMessage (string msg, string param, out string retString)
 Handles messages sent to this game object from current MyGameManager.
 
Vector3 GetParamPosition (string param)
 Get position vector if param string is either a vector or a ame object name.
 
void GetEvaluatedParams (string param, out string[] parameters)
 
Vector3 getVector3 (string rString)
 Misc functions.
 
Vector3 getVector3 (string rString, out float duration)
 
void Pressed ()
 

Static Public Member Functions

static string GetHumanBodyBoneName (HumanBodyBones rBoneID)
 Converts our Unity bone id into the name equivalent.
 
static void Align (Transform myTransform, Transform myChild, Transform target)
 
static bool DoesTagExist (string aTag)
 
static GameObject FindGO (string param)
 If present, use GameManager's functionality to find object. Otherwise use default Find()
 
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.
 

Public Attributes

bool pressed = false
 mouse-over varaibles
 
bool hover = false
 
bool clickable = false
 
bool startTime
 timer variables
 
float timer = 0
 timer running if true
 
bool playSound
 Countdown timer for timer commmands (setTimer, startTimer, checkTimer )
 
float interval
 
float timertrack = 0
 
string inputText
 
float movementSpeed = 1f
 
Material outline_normal
 
Material outline_good
 
Material outline_yellow
 
Material outline_bad
 
AudioSource aSource
 
AudioClip clip
 
bool enableSelection = true
 
string itemTextString = null
 
GameObject itemTextGO
 
ExpressionParser ep
 
Texture2D cursorTexture2D
 
float jumpVelocity = 8.5f
 
float fallMult = 2.5f
 
float lowJumpMult = 2f
 
Vector3 gravity = new Vector3(0f, -10f, 0f)
 
Vector2 center = new Vector2(500,500)
 GUI Radial Menu Stuff.
 
int radius = 125
 
Texture centerButton
 
Texture answerButton
 
RectOffset rectOff
 
string question
 
string[] choices
 
float menuSizeFraction =0.55f
 
bool radialMenuActive = false
 
bool UIActiveReset = false
 
float anglePad = 20f
 

Static Public Attributes

static bool UIActive = false
 
static Dictionary< string, Type > Registrations = new Dictionary<string, Type>()
 Used to keep track of full component names in assembly for finding by type name.
 

Protected Member Functions

virtual void Start ()
 
void FindMyChildrenRecursive (List< Transform > list, Transform root)
 
Collider RaycastFirstCollider (Camera cam)
 Raycast the current mouse pointer on a given camera. Returns first collider hit by distance.
 
virtual void Awake ()
 whether object has animator with "Speed" parameter
 
string GetHumanBone (string bname)
 get human avatar bone by name, e.g. 'Jaw', 'RightLowerArm' and returns GameObject name
 
bool MenuCommand (string msg, string param)
 Menu commands and functions.
 
void LookAt (string param, bool upright=false)
 Camera Commands and functions.
 
void LookAtLegacy (string param, bool upright=false)
 LookAt an object from an optional offset or location.
 
virtual void Update ()
 

Protected Attributes

string followTarget
 
Vector3 scale = new Vector3(5, 5, 5)
 
Vector3 pos = new Vector3(5, 5, 5)
 
Vector3 offset = new Vector3(0.0f,0.2f,-0.10f)
 
bool commandFound = false
 
Collider collider
 
Rigidbody rb
 
Animator animator
 
Renderer mr
 
List< Renderer > mrs
 
Outline outline =null
 
List< Outline > outlines
 
ChatBubble chatBubble =null
 
Color bubbleColor = Color.blue
 
String chatText
 
GameObject chatObject = null
 
GameObject player =null
 
MyGameManager gm
 

Detailed Description

Base Message Handler class to handle messages from Game Manager.

ObjectMessageHandlerBase.cs

Member Function Documentation

◆ Align()

static void Cerebrum.ObjectMessageHandlerBase.Align ( Transform  myTransform,
Transform  myChild,
Transform  target 
)
static
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◆ Awake()

virtual void Cerebrum.ObjectMessageHandlerBase.Awake ( )
protectedvirtual

whether object has animator with "Speed" parameter

Reimplemented in Cerebrum.OMHChatBubble, Cerebrum.OMHHuman, and Cerebrum.OMHPatient.

◆ DoesTagExist()

static bool Cerebrum.ObjectMessageHandlerBase.DoesTagExist ( string  aTag)
static

Returns true if a GameObject tag exists

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◆ FindGO()

static GameObject Cerebrum.ObjectMessageHandlerBase.FindGO ( string  param)
static

If present, use GameManager's functionality to find object. Otherwise use default Find()

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◆ FindMyChildrenRecursive()

void Cerebrum.ObjectMessageHandlerBase.FindMyChildrenRecursive ( List< Transform >  list,
Transform  root 
)
protected

Adds all descenedents to list.

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◆ FindType()

static System.Type Cerebrum.ObjectMessageHandlerBase.FindType ( string  typeName,
bool  useFullName = false,
bool  ignoreCase = false 
)
static

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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◆ GetEvaluatedParams()

void Cerebrum.ObjectMessageHandlerBase.GetEvaluatedParams ( string  param,
out string[]  parameters 
)
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◆ GetHumanBodyBoneName()

static string Cerebrum.ObjectMessageHandlerBase.GetHumanBodyBoneName ( HumanBodyBones  rBoneID)
static

Converts our Unity bone id into the name equivalent.

Parameters
rBoneNameName 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 ( string  bname)
protected

get human avatar bone by name, e.g. 'Jaw', 'RightLowerArm' and returns GameObject name

Parameters
bnameName of the human bone
Returns
String representing the human bone name's game object
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◆ GetParamPosition()

Vector3 Cerebrum.ObjectMessageHandlerBase.GetParamPosition ( string  param)

Get position vector if param string is either a vector or a ame object name.

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◆ getVector3() [1/2]

Vector3 Cerebrum.ObjectMessageHandlerBase.getVector3 ( string  rString)

Misc functions.

Get Vector3 in form of either 1.0 2.0 3.0 or 1.0,2.0,3.0

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◆ getVector3() [2/2]

Vector3 Cerebrum.ObjectMessageHandlerBase.getVector3 ( string  rString,
out float  duration 
)

◆ HandleMessage()

virtual bool Cerebrum.ObjectMessageHandlerBase.HandleMessage ( MyGameManager  MyGameManager_instance,
string  msg,
string  param,
out string  retString 
)
virtual

Handles messages sent to this game object from passed in MyGameManager.

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◆ MenuCommand()

bool Cerebrum.ObjectMessageHandlerBase.MenuCommand ( string  msg,
string  param 
)
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:

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◆ OnMouseEnter()

void Cerebrum.ObjectMessageHandlerBase.OnMouseEnter ( )

◆ OnMouseExit()

void Cerebrum.ObjectMessageHandlerBase.OnMouseExit ( )

◆ OnPointerClick()

void Cerebrum.ObjectMessageHandlerBase.OnPointerClick ( PointerEventData  pointerEventData)

Detect current clicks on the GameObject (the one with the script attached)

◆ OnPointerEnter()

void Cerebrum.ObjectMessageHandlerBase.OnPointerEnter ( PointerEventData  pointerEventData)

Detect if the Cursor starts to pass over the GameObject.

◆ OnPointerExit()

void Cerebrum.ObjectMessageHandlerBase.OnPointerExit ( PointerEventData  pointerEventData)

Detect when Cursor leaves the GameObject.

◆ Pressed()

void Cerebrum.ObjectMessageHandlerBase.Pressed ( )
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◆ RaycastFirstCollider()

Collider Cerebrum.ObjectMessageHandlerBase.RaycastFirstCollider ( Camera  cam)
protected

Raycast the current mouse pointer on a given camera. Returns first collider hit by distance.

◆ SetItemText()

void Cerebrum.ObjectMessageHandlerBase.SetItemText ( string  newText)

Sets the text on UI.Text, TextMeshPero, or TextMeshProUGUI objects.

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◆ Start()

virtual void Cerebrum.ObjectMessageHandlerBase.Start ( )
protectedvirtual

Start is called before the first frame update This starts the message handler

Reimplemented in Cerebrum.OMHHuman, and Cerebrum.OMHPatient.

◆ Update()

virtual void Cerebrum.ObjectMessageHandlerBase.Update ( )
protectedvirtual

Member Data Documentation

◆ anglePad

float Cerebrum.ObjectMessageHandlerBase.anglePad = 20f

◆ animator

Animator Cerebrum.ObjectMessageHandlerBase.animator
protected

◆ answerButton

Texture Cerebrum.ObjectMessageHandlerBase.answerButton

◆ aSource

AudioSource Cerebrum.ObjectMessageHandlerBase.aSource

◆ bubbleColor

Color Cerebrum.ObjectMessageHandlerBase.bubbleColor = Color.blue
protected

◆ center

Vector2 Cerebrum.ObjectMessageHandlerBase.center = new Vector2(500,500)

GUI Radial Menu Stuff.

◆ centerButton

Texture Cerebrum.ObjectMessageHandlerBase.centerButton

◆ chatBubble

ChatBubble Cerebrum.ObjectMessageHandlerBase.chatBubble =null
protected

◆ chatObject

GameObject Cerebrum.ObjectMessageHandlerBase.chatObject = null
protected

◆ chatText

String Cerebrum.ObjectMessageHandlerBase.chatText
protected

◆ choices

string [] Cerebrum.ObjectMessageHandlerBase.choices

◆ clickable

bool Cerebrum.ObjectMessageHandlerBase.clickable = false

◆ clip

AudioClip Cerebrum.ObjectMessageHandlerBase.clip

◆ collider

Collider Cerebrum.ObjectMessageHandlerBase.collider
protected

◆ commandFound

bool Cerebrum.ObjectMessageHandlerBase.commandFound = false
protected

◆ cursorTexture2D

Texture2D Cerebrum.ObjectMessageHandlerBase.cursorTexture2D

◆ enableSelection

bool Cerebrum.ObjectMessageHandlerBase.enableSelection = true

◆ ep

ExpressionParser Cerebrum.ObjectMessageHandlerBase.ep

◆ fallMult

float Cerebrum.ObjectMessageHandlerBase.fallMult = 2.5f

◆ followTarget

string Cerebrum.ObjectMessageHandlerBase.followTarget
protected

◆ gm

MyGameManager Cerebrum.ObjectMessageHandlerBase.gm
protected

◆ 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
protected

◆ mrs

List<Renderer> Cerebrum.ObjectMessageHandlerBase.mrs
protected

◆ offset

Vector3 Cerebrum.ObjectMessageHandlerBase.offset = new Vector3(0.0f,0.2f,-0.10f)
protected

◆ outline

Outline Cerebrum.ObjectMessageHandlerBase.outline =null
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
protected

◆ player

GameObject Cerebrum.ObjectMessageHandlerBase.player =null
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)
protected

◆ pressed

bool Cerebrum.ObjectMessageHandlerBase.pressed = false

mouse-over varaibles

◆ question

string Cerebrum.ObjectMessageHandlerBase.question

◆ radialMenuActive

bool Cerebrum.ObjectMessageHandlerBase.radialMenuActive = false

◆ radius

int Cerebrum.ObjectMessageHandlerBase.radius = 125

◆ rb

Rigidbody Cerebrum.ObjectMessageHandlerBase.rb
protected

◆ rectOff

RectOffset Cerebrum.ObjectMessageHandlerBase.rectOff

◆ Registrations

Dictionary<string, Type> Cerebrum.ObjectMessageHandlerBase.Registrations = new Dictionary<string, Type>()
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)
protected

◆ startTime

bool Cerebrum.ObjectMessageHandlerBase.startTime

timer variables

◆ timer

float Cerebrum.ObjectMessageHandlerBase.timer = 0

timer running if true

◆ timertrack

float Cerebrum.ObjectMessageHandlerBase.timertrack = 0

◆ UIActive

bool Cerebrum.ObjectMessageHandlerBase.UIActive = false
static

◆ UIActiveReset

bool Cerebrum.ObjectMessageHandlerBase.UIActiveReset = false

The documentation for this class was generated from the following file: