| 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 | |
| } | |
| } | |