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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◆ Awake()
virtual void Cerebrum.ObjectMessageHandlerBase.Awake |
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◆ DoesTagExist()
static bool Cerebrum.ObjectMessageHandlerBase.DoesTagExist |
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string |
aTag | ) |
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Returns true if a GameObject tag exists
◆ FindGO()
static GameObject Cerebrum.ObjectMessageHandlerBase.FindGO |
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string |
param | ) |
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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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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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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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◆ GetHumanBodyBoneName()
static string Cerebrum.ObjectMessageHandlerBase.GetHumanBodyBoneName |
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HumanBodyBones |
rBoneID | ) |
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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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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 |
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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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◆ 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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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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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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◆ OnMouseExit()
void Cerebrum.ObjectMessageHandlerBase.OnMouseExit |
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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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◆ RaycastFirstCollider()
Collider Cerebrum.ObjectMessageHandlerBase.RaycastFirstCollider |
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Camera |
cam | ) |
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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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◆ Update()
virtual void Cerebrum.ObjectMessageHandlerBase.Update |
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◆ anglePad
float Cerebrum.ObjectMessageHandlerBase.anglePad = 20f |
◆ animator
Animator Cerebrum.ObjectMessageHandlerBase.animator |
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◆ answerButton
Texture Cerebrum.ObjectMessageHandlerBase.answerButton |
◆ aSource
AudioSource Cerebrum.ObjectMessageHandlerBase.aSource |
◆ bubbleColor
Color Cerebrum.ObjectMessageHandlerBase.bubbleColor = Color.blue |
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◆ 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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◆ 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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◆ 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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◆ 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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◆ mrs
List<Renderer> Cerebrum.ObjectMessageHandlerBase.mrs |
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◆ offset
Vector3 Cerebrum.ObjectMessageHandlerBase.offset = new Vector3(0.0f,0.2f,-0.10f) |
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◆ outline
Outline Cerebrum.ObjectMessageHandlerBase.outline =null |
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◆ 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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◆ player
GameObject Cerebrum.ObjectMessageHandlerBase.player =null |
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◆ 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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◆ 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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◆ rectOff
RectOffset Cerebrum.ObjectMessageHandlerBase.rectOff |
◆ Registrations
Dictionary<string, Type> Cerebrum.ObjectMessageHandlerBase.Registrations = new Dictionary<string, Type>() |
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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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◆ 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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◆ UIActiveReset
bool Cerebrum.ObjectMessageHandlerBase.UIActiveReset = false |
The documentation for this class was generated from the following file: