123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569 |
- namespace UnityEngine.EventSystems
- {
- /// <summary>
- /// This is an 4 direction movement enum.
- /// </summary>
- /// <remarks>
- /// MoveDirection provides a way of switching between moving states. You must assign these states to actions, such as moving the GameObject by an up vector when in the Up state.
- /// Having states like these are easier to identify than always having to include a large amount of vectors and calculations.Instead, you define what you want the state to do in only one part, and switch to the appropriate state when it is needed.
- /// </remarks>
- /// <example>
- /// <code>
- /// <![CDATA[
- /// //This is a full example of how a GameObject changes direction using MoveDirection states
- /// //Assign this script to a visible GameObject (with a Rigidbody attached) to see it in action
- ///
- /// using UnityEngine;
- /// using UnityEngine.EventSystems;
- ///
- /// public class Example : MonoBehaviour
- /// {
- /// Vector3 m_StartPosition, m_StartForce;
- /// Rigidbody m_Rigidbody;
- /// //Use Enum for easy switching between direction states
- /// MoveDirection m_MoveDirection;
- ///
- /// //Use these Vectors for moving Rigidbody components
- /// Vector3 m_ResetVector;
- /// Vector3 m_UpVector;
- /// Vector3 m_RightVector;
- /// const float speed = 5.0f;
- ///
- /// void Start()
- /// {
- /// //You get the Rigidbody component attached to the GameObject
- /// m_Rigidbody = GetComponent<Rigidbody>();
- /// //This starts with the Rigidbody not moving in any direction at all
- /// m_MoveDirection = MoveDirection.None;
- ///
- /// //These are the GameObject’s starting position and Rigidbody position
- /// m_StartPosition = transform.position;
- /// m_StartForce = m_Rigidbody.transform.position;
- ///
- /// //This Vector is set to 1 in the y axis (for moving upwards)
- /// m_UpVector = Vector3.up;
- /// //This Vector is set to 1 in the x axis (for moving in the right direction)
- /// m_RightVector = Vector3.right;
- /// //This Vector is zeroed out for when the Rigidbody should not move
- /// m_ResetVector = Vector3.zero;
- /// }
- ///
- /// void Update()
- /// {
- /// //This switches the direction depending on button presses
- /// switch (m_MoveDirection)
- /// {
- /// //The starting state which resets the object
- /// case MoveDirection.None:
- /// //Reset to the starting position of the GameObject and Rigidbody
- /// transform.position = m_StartPosition;
- /// m_Rigidbody.transform.position = m_StartForce;
- /// //This resets the velocity of the Rigidbody
- /// m_Rigidbody.velocity = m_ResetVector;
- /// break;
- ///
- /// //This is for moving in an upwards direction
- /// case MoveDirection.Up:
- /// //Change the velocity so that the Rigidbody travels upwards
- /// m_Rigidbody.velocity = m_UpVector * speed;
- /// break;
- ///
- /// //This is for moving left
- /// case MoveDirection.Left:
- /// //This moves the Rigidbody to the left (minus right Vector)
- /// m_Rigidbody.velocity = -m_RightVector * speed;
- /// break;
- ///
- /// //This is for moving right
- /// case MoveDirection.Right:
- /// //This moves the Rigidbody to the right
- /// m_Rigidbody.velocity = m_RightVector * speed;
- /// break;
- ///
- /// //This is for moving down
- /// case MoveDirection.Down:
- /// //This moves the Rigidbody down
- /// m_Rigidbody.velocity = -m_UpVector * speed;
- /// break;
- /// }
- /// }
- ///
- /// void OnGUI()
- /// {
- /// //Press the reset Button to switch to no mode
- /// if (GUI.Button(new Rect(100, 0, 150, 30), "Reset"))
- /// {
- /// //Switch to start/reset case
- /// m_MoveDirection = MoveDirection.None;
- /// }
- ///
- /// //Press the Left button to switch the Rigidbody direction to the left
- /// if (GUI.Button(new Rect(100, 30, 150, 30), "Move Left"))
- /// {
- /// //Switch to the left direction
- /// m_MoveDirection = MoveDirection.Left;
- /// }
- ///
- /// //Press the Up button to switch the Rigidbody direction to upwards
- /// if (GUI.Button(new Rect(100, 60, 150, 30), "Move Up"))
- /// {
- /// //Switch to Up Direction
- /// m_MoveDirection = MoveDirection.Up;
- /// }
- ///
- /// //Press the Down button to switch the direction to down
- /// if (GUI.Button(new Rect(100, 90, 150, 30), "Move Down"))
- /// {
- /// //Switch to Down Direction
- /// m_MoveDirection = MoveDirection.Down;
- /// }
- ///
- /// //Press the right button to switch to the right direction
- /// if (GUI.Button(new Rect(100, 120, 150, 30), "Move Right"))
- /// {
- /// //Switch to Right Direction
- /// m_MoveDirection = MoveDirection.Right;
- /// }
- /// }
- /// }
- /// ]]>
- ///</code>
- /// </example>
- public enum MoveDirection
- {
- /// <summary>
- /// This is the Left state of MoveDirection. Assign functionality for moving to the left.
- /// </summary>
- /// <remarks>
- /// Use the Left state for an easily identifiable way of moving a GameObject to the left (-1 , 0 , 0). This is a state without any predefined functionality. Before using this state, you should define what your GameObject will do in code.
- /// </remarks>
- /// <example>
- /// <code>
- /// <![CDATA[
- /// //Assign this script to a visible GameObject (with a Rigidbody attached) to see this in action
- ///
- /// using UnityEngine;
- /// using UnityEngine.EventSystems;
- ///
- /// public class Example : MonoBehaviour
- /// {
- /// Vector3 m_StartPosition, m_StartForce;
- /// Rigidbody m_Rigidbody;
- /// //Use Enum for easy switching between direction states
- /// MoveDirection m_MoveDirection;
- ///
- /// //Use these Vectors for moving Rigidbody components
- /// Vector3 m_ResetVector;
- /// Vector3 m_RightVector;
- /// const float speed = 5.0f;
- ///
- /// void Start()
- /// {
- /// //You get the Rigidbody component attached to the GameObject
- /// m_Rigidbody = GetComponent<Rigidbody>();
- /// //This starts with the Rigidbody not moving in any direction at all
- /// m_MoveDirection = MoveDirection.None;
- ///
- /// //These are the GameObject’s starting position and Rigidbody position
- /// m_StartPosition = transform.position;
- /// m_StartForce = m_Rigidbody.transform.position;
- ///
- /// //This Vector is set to 1 in the x axis (for moving in the right direction)
- /// m_RightVector = Vector3.right;
- /// //This Vector is zeroed out for when the Rigidbody should not move
- /// m_ResetVector = Vector3.zero;
- /// }
- ///
- /// void Update()
- /// {
- /// //This switches the direction depending on button presses
- /// switch (m_MoveDirection)
- /// {
- /// //The starting state which resets the object
- /// case MoveDirection.None:
- /// //Reset to the starting position of the GameObject and Rigidbody
- /// transform.position = m_StartPosition;
- /// m_Rigidbody.transform.position = m_StartForce;
- /// //This resets the velocity of the Rigidbody
- /// m_Rigidbody.velocity = m_ResetVector;
- /// break;
- ///
- /// //This is for moving left
- /// case MoveDirection.Left:
- /// //This moves the Rigidbody to the left (minus right Vector)
- /// m_Rigidbody.velocity = -m_RightVector * speed;
- /// break;
- /// }
- /// }
- ///
- /// void OnGUI()
- /// {
- /// //Press the reset Button to switch to no mode
- /// if (GUI.Button(new Rect(100, 0, 150, 30), "Reset"))
- /// {
- /// //Switch to start/reset case
- /// m_MoveDirection = MoveDirection.None;
- /// }
- ///
- /// //Press the Left button to switch the Rigidbody direction to the left
- /// if (GUI.Button(new Rect(100, 30, 150, 30), "Move Left"))
- /// {
- /// //Switch to the left direction
- /// m_MoveDirection = MoveDirection.Left;
- /// }
- /// }
- /// }
- /// ]]>
- ///</code>
- /// </example>
- Left,
-
- /// <summary>
- /// This is the Up state of MoveDirection. Assign functionality for moving in an upward direction.
- /// </summary>
- /// <remarks>
- /// Use the Up state for an easily identifiable way of moving a GameObject upwards (0 , 1 , 0). This is a state without any predefined functionality. Before using this state, you should define what your GameObject will do in code.
- /// </remarks>
- /// <example>
- /// <code>
- /// <![CDATA[
- /// //Attach this script to a GameObject with a Rigidbody component. Press the "Move Up" button in Game view to see it in action.
- ///
- /// using UnityEngine;
- /// using UnityEngine.EventSystems;
- ///
- /// public class Example : MonoBehaviour
- /// {
- /// Vector3 m_StartPosition, m_StartForce;
- /// Rigidbody m_Rigidbody;
- /// //Use Enum for easy switching between direction states
- /// MoveDirection m_MoveDirection;
- ///
- /// //Use these Vectors for moving Rigidbody components
- /// Vector3 m_ResetVector;
- /// Vector3 m_UpVector;
- /// const float speed = 10.0f;
- ///
- /// void Start()
- /// {
- /// //You get the Rigidbody component attached to the GameObject
- /// m_Rigidbody = GetComponent<Rigidbody>();
- /// //This starts with the Rigidbody not moving in any direction at all
- /// m_MoveDirection = MoveDirection.None;
- ///
- /// //These are the GameObject’s starting position and Rigidbody position
- /// m_StartPosition = transform.position;
- /// m_StartForce = m_Rigidbody.transform.position;
- ///
- /// //This Vector is set to 1 in the y axis (for moving upwards)
- /// m_UpVector = Vector3.up;
- /// //This Vector is zeroed out for when the Rigidbody should not move
- /// m_ResetVector = Vector3.zero;
- /// }
- ///
- /// void Update()
- /// {
- /// //This switches the direction depending on button presses
- /// switch (m_MoveDirection)
- /// {
- /// //The starting state which resets the object
- /// case MoveDirection.None:
- /// //Reset to the starting position of the GameObject and Rigidbody
- /// transform.position = m_StartPosition;
- /// m_Rigidbody.transform.position = m_StartForce;
- /// //This resets the velocity of the Rigidbody
- /// m_Rigidbody.velocity = m_ResetVector;
- /// break;
- ///
- /// //This is for moving in an upwards direction
- /// case MoveDirection.Up:
- /// //Change the velocity so that the Rigidbody travels upwards
- /// m_Rigidbody.velocity = m_UpVector * speed;
- /// break;
- /// }
- /// }
- ///
- /// void OnGUI()
- /// {
- /// //Press the reset Button to switch to no mode
- /// if (GUI.Button(new Rect(100, 0, 150, 30), "Reset"))
- /// {
- /// //Switch to start/reset case
- /// m_MoveDirection = MoveDirection.None;
- /// }
- ///
- /// //Press the Up button to switch the Rigidbody direction to upwards
- /// if (GUI.Button(new Rect(100, 60, 150, 30), "Move Up"))
- /// {
- /// //Switch to Up Direction
- /// m_MoveDirection = MoveDirection.Up;
- /// }
- /// }
- /// }
- /// ]]>
- ///</code>
- /// </example>
- Up,
-
- /// <summary>
- /// This is the Right state of MoveDirection. Assign functionality for moving to the right.
- /// </summary>
- /// <remarks>
- /// Use the Right state for an easily identifiable way of moving a GameObject to the right (1 , 0 , 0). This is a state without any predefined functionality. Before using this state, you should define what your GameObject will do in code.
- /// </remarks>
- /// <example>
- /// <code>
- /// <![CDATA[
- /// //Attach this script to a GameObject with a Rigidbody component. Press the "Move Right" button in Game view to see it in action.
- ///
- /// using UnityEngine;
- /// using UnityEngine.EventSystems;
- ///
- /// public class MoveDirectionExample : MonoBehaviour
- /// {
- /// Vector3 m_StartPosition, m_StartForce;
- /// Rigidbody m_Rigidbody;
- /// //Use Enum for easy switching between direction states
- /// MoveDirection m_MoveDirection;
- ///
- /// //Use these Vectors for moving Rigidbody components
- /// Vector3 m_ResetVector;
- /// Vector3 m_RightVector;
- /// const float speed = 5.0f;
- ///
- /// void Start()
- /// {
- /// //You get the Rigidbody component attached to the GameObject
- /// m_Rigidbody = GetComponent<Rigidbody>();
- /// //This starts with the Rigidbody not moving in any direction at all
- /// m_MoveDirection = MoveDirection.None;
- ///
- /// //These are the GameObject’s starting position and Rigidbody position
- /// m_StartPosition = transform.position;
- /// m_StartForce = m_Rigidbody.transform.position;
- ///
- /// //This Vector is set to 1 in the x axis (for moving in the right direction)
- /// m_RightVector = Vector3.right;
- /// //This Vector is zeroed out for when the Rigidbody should not move
- /// m_ResetVector = Vector3.zero;
- /// }
- ///
- /// void Update()
- /// {
- /// //This switches the direction depending on button presses
- /// switch (m_MoveDirection)
- /// {
- /// //The starting state which resets the object
- /// case MoveDirection.None:
- /// //Reset to the starting position of the GameObject and Rigidbody
- /// transform.position = m_StartPosition;
- /// m_Rigidbody.transform.position = m_StartForce;
- /// //This resets the velocity of the Rigidbody
- /// m_Rigidbody.velocity = m_ResetVector;
- /// break;
- ///
- /// //This is for moving right
- /// case MoveDirection.Right:
- /// //This moves the Rigidbody to the right
- /// m_Rigidbody.velocity = m_RightVector * speed;
- /// break;
- /// }
- /// }
- ///
- /// void OnGUI()
- /// {
- /// //Press the reset Button to switch to no mode
- /// if (GUI.Button(new Rect(100, 0, 150, 30), "Reset"))
- /// {
- /// //Switch to start/reset case
- /// m_MoveDirection = MoveDirection.None;
- /// }
- ///
- /// //Press the Left button to switch the Rigidbody direction to the right
- /// if (GUI.Button(new Rect(100, 30, 150, 30), "Move Right"))
- /// {
- /// //Switch to the left direction
- /// m_MoveDirection = MoveDirection.Right;
- /// }
- /// }
- /// }
- /// ]]>
- ///</code>
- /// </example>
- Right,
-
- /// <summary>
- /// The Down State of MoveDirection. Assign functionality for moving in a downward direction.
- /// </summary>
- /// <remarks>
- /// Use the Down state for an easily identifiable way of moving a GameObject downwards (0 , -1 , 0). This is a state without any predefined functionality. Before using this state, you should define what your GameObject will do in code.
- /// </remarks>
- /// <example>
- /// <code>
- /// <![CDATA[
- /// //Attach this script to a GameObject with a Rigidbody component. Press the "Move Down" button in Game view to see it in action.
- ///
- /// using UnityEngine;
- /// using UnityEngine.EventSystems;
- ///
- /// public class Example : MonoBehaviour
- /// {
- /// Vector3 m_StartPosition, m_StartForce;
- /// Rigidbody m_Rigidbody;
- /// //Use Enum for easy switching between direction states
- /// MoveDirection m_MoveDirection;
- ///
- /// //Use these Vectors for moving Rigidbody components
- /// Vector3 m_ResetVector;
- /// Vector3 m_UpVector;
- /// const float speed = 10.0f;
- ///
- /// void Start()
- /// {
- /// //You get the Rigidbody component attached to the GameObject
- /// m_Rigidbody = GetComponent<Rigidbody>();
- /// //This starts with the Rigidbody not moving in any direction at all
- /// m_MoveDirection = MoveDirection.None;
- ///
- /// //These are the GameObject’s starting position and Rigidbody position
- /// m_StartPosition = transform.position;
- /// m_StartForce = m_Rigidbody.transform.position;
- ///
- /// //This Vector is set to 1 in the y axis (for moving upwards)
- /// m_UpVector = Vector3.up;
- /// //This Vector is zeroed out for when the Rigidbody should not move
- /// m_ResetVector = Vector3.zero;
- /// }
- ///
- /// void Update()
- /// {
- /// //This switches the direction depending on button presses
- /// switch (m_MoveDirection)
- /// {
- /// //The starting state which resets the object
- /// case MoveDirection.None:
- /// //Reset to the starting position of the GameObject and Rigidbody
- /// transform.position = m_StartPosition;
- /// m_Rigidbody.transform.position = m_StartForce;
- /// //This resets the velocity of the Rigidbody
- /// m_Rigidbody.velocity = m_ResetVector;
- /// break;
- ///
- /// //This is for moving down
- /// case MoveDirection.Down:
- /// //This moves the Rigidbody down
- /// m_Rigidbody.velocity = -m_UpVector * speed;
- /// break;
- /// }
- /// }
- ///
- /// void OnGUI()
- /// {
- /// //Press the reset Button to switch to no mode
- /// if (GUI.Button(new Rect(100, 0, 150, 30), "Reset"))
- /// {
- /// //Switch to start/reset case
- /// m_MoveDirection = MoveDirection.None;
- /// }
- ///
- /// //Press the Down button to switch the direction to down
- /// if (GUI.Button(new Rect(100, 90, 150, 30), "Move Down"))
- /// {
- /// //Switch to Down Direction
- /// m_MoveDirection = MoveDirection.Down;
- /// }
- /// }
- /// }
- /// ]]>
- ///</code>
- /// </example>
- Down,
-
- /// <summary>
- /// This is the None state. Assign functionality that stops movement.
- /// </summary>
- /// <remarks>
- /// Use the None state for an easily identifiable way of stopping, resetting or initialising a GameObject's movement. This is a state without any predefined functionality. Before using this state, you should define what your GameObject will do in code.
- /// </remarks>
- /// <example>
- /// <code>
- /// <![CDATA[
- /// //Attach this script to a GameObject with a Rigidbody attached. This script starts off on the ModeDirection.None state but changes depending on buttons you press.
- ///
- /// using UnityEngine;
- /// using UnityEngine.EventSystems;
- ///
- /// public class Example : MonoBehaviour
- /// {
- /// Vector3 m_StartPosition, m_StartForce;
- /// Rigidbody m_Rigidbody;
- /// //Use Enum for easy switching between direction states
- /// MoveDirection m_MoveDirection;
- ///
- /// //Use these Vectors for moving Rigidbody components
- /// Vector3 m_ResetVector;
- /// Vector3 m_UpVector;
- /// const float speed = 10.0f;
- ///
- /// void Start()
- /// {
- /// //You get the Rigidbody component attached to the GameObject
- /// m_Rigidbody = GetComponent<Rigidbody>();
- /// //This starts with the Rigidbody not moving in any direction at all
- /// m_MoveDirection = MoveDirection.None;
- ///
- /// //These are the GameObject’s starting position and Rigidbody position
- /// m_StartPosition = transform.position;
- /// m_StartForce = m_Rigidbody.transform.position;
- ///
- /// //This Vector is set to 1 in the y axis (for moving upwards)
- /// m_UpVector = Vector3.up;
- /// //This Vector is zeroed out for when the Rigidbody should not move
- /// m_ResetVector = Vector3.zero;
- /// }
- ///
- /// void Update()
- /// {
- /// //This switches the direction depending on button presses
- /// switch (m_MoveDirection)
- /// {
- /// //The starting state which resets the object
- /// case MoveDirection.None:
- /// //Reset to the starting position of the GameObject and Rigidbody
- /// transform.position = m_StartPosition;
- /// m_Rigidbody.transform.position = m_StartForce;
- /// //This resets the velocity of the Rigidbody
- /// m_Rigidbody.velocity = m_ResetVector;
- /// break;
- ///
- /// //This is for moving down
- /// case MoveDirection.Down:
- /// //This moves the Rigidbody down
- /// m_Rigidbody.velocity = -m_UpVector * speed;
- /// break;
- /// }
- /// }
- ///
- /// void OnGUI()
- /// {
- /// //Press the reset Button to switch to no mode
- /// if (GUI.Button(new Rect(100, 0, 150, 30), "Reset"))
- /// {
- /// //Switch to start/reset case
- /// m_MoveDirection = MoveDirection.None;
- /// }
- ///
- /// //Press the Down button to switch the direction to down
- /// if (GUI.Button(new Rect(100, 90, 150, 30), "Move Down"))
- /// {
- /// //Switch to Down Direction
- /// m_MoveDirection = MoveDirection.Down;
- /// }
- /// }
- /// }
- /// ]]>
- ///</code>
- /// </example>
- None
- }
- }
|