namespace UnityEngine.EventSystems { /// /// This is an 4 direction movement enum. /// /// /// 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. /// /// /// /// (); /// //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; /// } /// } /// } /// ]]> /// /// public enum MoveDirection { /// /// This is the Left state of MoveDirection. Assign functionality for moving to the left. /// /// /// 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. /// /// /// /// (); /// //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; /// } /// } /// } /// ]]> /// /// Left, /// /// This is the Up state of MoveDirection. Assign functionality for moving in an upward direction. /// /// /// 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. /// /// /// /// (); /// //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; /// } /// } /// } /// ]]> /// /// Up, /// /// This is the Right state of MoveDirection. Assign functionality for moving to the right. /// /// /// 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. /// /// /// /// (); /// //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; /// } /// } /// } /// ]]> /// /// Right, /// /// The Down State of MoveDirection. Assign functionality for moving in a downward direction. /// /// /// 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. /// /// /// /// (); /// //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; /// } /// } /// } /// ]]> /// /// Down, /// /// This is the None state. Assign functionality that stops movement. /// /// /// 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. /// /// /// /// (); /// //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; /// } /// } /// } /// ]]> /// /// None } }