570 lines
25 KiB
C#
570 lines
25 KiB
C#
namespace UnityEngine.EventSystems
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{
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/// <summary>
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/// This is an 4 direction movement enum.
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/// </summary>
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/// <remarks>
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/// 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.
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/// 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.
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/// </remarks>
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/// <example>
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/// <code>
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/// <![CDATA[
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/// //This is a full example of how a GameObject changes direction using MoveDirection states
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/// //Assign this script to a visible GameObject (with a Rigidbody attached) to see it in action
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///
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/// using UnityEngine;
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/// using UnityEngine.EventSystems;
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///
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/// public class Example : MonoBehaviour
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/// {
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/// Vector3 m_StartPosition, m_StartForce;
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/// Rigidbody m_Rigidbody;
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/// //Use Enum for easy switching between direction states
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/// MoveDirection m_MoveDirection;
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///
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/// //Use these Vectors for moving Rigidbody components
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/// Vector3 m_ResetVector;
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/// Vector3 m_UpVector;
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/// Vector3 m_RightVector;
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/// const float speed = 5.0f;
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///
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/// void Start()
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/// {
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/// //You get the Rigidbody component attached to the GameObject
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/// m_Rigidbody = GetComponent<Rigidbody>();
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/// //This starts with the Rigidbody not moving in any direction at all
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/// m_MoveDirection = MoveDirection.None;
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///
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/// //These are the GameObject’s starting position and Rigidbody position
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/// m_StartPosition = transform.position;
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/// m_StartForce = m_Rigidbody.transform.position;
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///
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/// //This Vector is set to 1 in the y axis (for moving upwards)
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/// m_UpVector = Vector3.up;
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/// //This Vector is set to 1 in the x axis (for moving in the right direction)
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/// m_RightVector = Vector3.right;
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/// //This Vector is zeroed out for when the Rigidbody should not move
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/// m_ResetVector = Vector3.zero;
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/// }
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///
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/// void Update()
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/// {
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/// //This switches the direction depending on button presses
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/// switch (m_MoveDirection)
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/// {
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/// //The starting state which resets the object
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/// case MoveDirection.None:
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/// //Reset to the starting position of the GameObject and Rigidbody
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/// transform.position = m_StartPosition;
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/// m_Rigidbody.transform.position = m_StartForce;
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/// //This resets the velocity of the Rigidbody
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/// m_Rigidbody.velocity = m_ResetVector;
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/// break;
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///
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/// //This is for moving in an upwards direction
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/// case MoveDirection.Up:
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/// //Change the velocity so that the Rigidbody travels upwards
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/// m_Rigidbody.velocity = m_UpVector * speed;
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/// break;
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///
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/// //This is for moving left
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/// case MoveDirection.Left:
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/// //This moves the Rigidbody to the left (minus right Vector)
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/// m_Rigidbody.velocity = -m_RightVector * speed;
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/// break;
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///
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/// //This is for moving right
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/// case MoveDirection.Right:
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/// //This moves the Rigidbody to the right
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/// m_Rigidbody.velocity = m_RightVector * speed;
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/// break;
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///
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/// //This is for moving down
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/// case MoveDirection.Down:
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/// //This moves the Rigidbody down
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/// m_Rigidbody.velocity = -m_UpVector * speed;
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/// break;
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/// }
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/// }
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///
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/// void OnGUI()
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/// {
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/// //Press the reset Button to switch to no mode
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/// if (GUI.Button(new Rect(100, 0, 150, 30), "Reset"))
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/// {
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/// //Switch to start/reset case
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/// m_MoveDirection = MoveDirection.None;
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/// }
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///
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/// //Press the Left button to switch the Rigidbody direction to the left
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/// if (GUI.Button(new Rect(100, 30, 150, 30), "Move Left"))
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/// {
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/// //Switch to the left direction
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/// m_MoveDirection = MoveDirection.Left;
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/// }
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///
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/// //Press the Up button to switch the Rigidbody direction to upwards
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/// if (GUI.Button(new Rect(100, 60, 150, 30), "Move Up"))
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/// {
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/// //Switch to Up Direction
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/// m_MoveDirection = MoveDirection.Up;
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/// }
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///
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/// //Press the Down button to switch the direction to down
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/// if (GUI.Button(new Rect(100, 90, 150, 30), "Move Down"))
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/// {
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/// //Switch to Down Direction
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/// m_MoveDirection = MoveDirection.Down;
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/// }
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///
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/// //Press the right button to switch to the right direction
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/// if (GUI.Button(new Rect(100, 120, 150, 30), "Move Right"))
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/// {
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/// //Switch to Right Direction
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/// m_MoveDirection = MoveDirection.Right;
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/// }
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/// }
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/// }
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/// ]]>
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///</code>
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/// </example>
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public enum MoveDirection
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{
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/// <summary>
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/// This is the Left state of MoveDirection. Assign functionality for moving to the left.
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/// </summary>
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/// <remarks>
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/// 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.
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/// </remarks>
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/// <example>
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/// <code>
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/// <![CDATA[
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/// //Assign this script to a visible GameObject (with a Rigidbody attached) to see this in action
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///
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/// using UnityEngine;
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/// using UnityEngine.EventSystems;
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///
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/// public class Example : MonoBehaviour
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/// {
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/// Vector3 m_StartPosition, m_StartForce;
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/// Rigidbody m_Rigidbody;
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/// //Use Enum for easy switching between direction states
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/// MoveDirection m_MoveDirection;
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///
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/// //Use these Vectors for moving Rigidbody components
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/// Vector3 m_ResetVector;
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/// Vector3 m_RightVector;
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/// const float speed = 5.0f;
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///
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/// void Start()
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/// {
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/// //You get the Rigidbody component attached to the GameObject
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/// m_Rigidbody = GetComponent<Rigidbody>();
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/// //This starts with the Rigidbody not moving in any direction at all
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/// m_MoveDirection = MoveDirection.None;
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///
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/// //These are the GameObject’s starting position and Rigidbody position
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/// m_StartPosition = transform.position;
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/// m_StartForce = m_Rigidbody.transform.position;
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///
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/// //This Vector is set to 1 in the x axis (for moving in the right direction)
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/// m_RightVector = Vector3.right;
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/// //This Vector is zeroed out for when the Rigidbody should not move
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/// m_ResetVector = Vector3.zero;
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/// }
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///
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/// void Update()
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/// {
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/// //This switches the direction depending on button presses
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/// switch (m_MoveDirection)
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/// {
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/// //The starting state which resets the object
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/// case MoveDirection.None:
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/// //Reset to the starting position of the GameObject and Rigidbody
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/// transform.position = m_StartPosition;
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/// m_Rigidbody.transform.position = m_StartForce;
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/// //This resets the velocity of the Rigidbody
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/// m_Rigidbody.velocity = m_ResetVector;
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/// break;
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///
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/// //This is for moving left
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/// case MoveDirection.Left:
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/// //This moves the Rigidbody to the left (minus right Vector)
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/// m_Rigidbody.velocity = -m_RightVector * speed;
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/// break;
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/// }
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/// }
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///
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/// void OnGUI()
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/// {
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/// //Press the reset Button to switch to no mode
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/// if (GUI.Button(new Rect(100, 0, 150, 30), "Reset"))
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/// {
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/// //Switch to start/reset case
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/// m_MoveDirection = MoveDirection.None;
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/// }
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///
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/// //Press the Left button to switch the Rigidbody direction to the left
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/// if (GUI.Button(new Rect(100, 30, 150, 30), "Move Left"))
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/// {
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/// //Switch to the left direction
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/// m_MoveDirection = MoveDirection.Left;
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/// }
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/// }
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/// }
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/// ]]>
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///</code>
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/// </example>
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Left,
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/// <summary>
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/// This is the Up state of MoveDirection. Assign functionality for moving in an upward direction.
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/// </summary>
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/// <remarks>
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/// 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.
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/// </remarks>
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/// <example>
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/// <code>
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/// <![CDATA[
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/// //Attach this script to a GameObject with a Rigidbody component. Press the "Move Up" button in Game view to see it in action.
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///
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/// using UnityEngine;
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/// using UnityEngine.EventSystems;
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///
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/// public class Example : MonoBehaviour
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/// {
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/// Vector3 m_StartPosition, m_StartForce;
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/// Rigidbody m_Rigidbody;
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/// //Use Enum for easy switching between direction states
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/// MoveDirection m_MoveDirection;
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///
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/// //Use these Vectors for moving Rigidbody components
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/// Vector3 m_ResetVector;
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/// Vector3 m_UpVector;
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/// const float speed = 10.0f;
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///
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/// void Start()
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/// {
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/// //You get the Rigidbody component attached to the GameObject
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/// m_Rigidbody = GetComponent<Rigidbody>();
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/// //This starts with the Rigidbody not moving in any direction at all
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/// m_MoveDirection = MoveDirection.None;
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///
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/// //These are the GameObject’s starting position and Rigidbody position
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/// m_StartPosition = transform.position;
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/// m_StartForce = m_Rigidbody.transform.position;
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///
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/// //This Vector is set to 1 in the y axis (for moving upwards)
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/// m_UpVector = Vector3.up;
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/// //This Vector is zeroed out for when the Rigidbody should not move
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/// m_ResetVector = Vector3.zero;
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/// }
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///
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/// void Update()
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/// {
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/// //This switches the direction depending on button presses
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/// switch (m_MoveDirection)
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/// {
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/// //The starting state which resets the object
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/// case MoveDirection.None:
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/// //Reset to the starting position of the GameObject and Rigidbody
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/// transform.position = m_StartPosition;
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/// m_Rigidbody.transform.position = m_StartForce;
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/// //This resets the velocity of the Rigidbody
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/// m_Rigidbody.velocity = m_ResetVector;
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/// break;
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///
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/// //This is for moving in an upwards direction
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/// case MoveDirection.Up:
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/// //Change the velocity so that the Rigidbody travels upwards
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/// m_Rigidbody.velocity = m_UpVector * speed;
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/// break;
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/// }
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/// }
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///
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/// void OnGUI()
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/// {
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/// //Press the reset Button to switch to no mode
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/// if (GUI.Button(new Rect(100, 0, 150, 30), "Reset"))
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/// {
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/// //Switch to start/reset case
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/// m_MoveDirection = MoveDirection.None;
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/// }
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///
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/// //Press the Up button to switch the Rigidbody direction to upwards
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/// if (GUI.Button(new Rect(100, 60, 150, 30), "Move Up"))
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/// {
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/// //Switch to Up Direction
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/// m_MoveDirection = MoveDirection.Up;
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/// }
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/// }
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/// }
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/// ]]>
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///</code>
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/// </example>
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Up,
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/// <summary>
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/// This is the Right state of MoveDirection. Assign functionality for moving to the right.
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/// </summary>
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/// <remarks>
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/// 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.
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/// </remarks>
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/// <example>
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/// <code>
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/// <![CDATA[
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/// //Attach this script to a GameObject with a Rigidbody component. Press the "Move Right" button in Game view to see it in action.
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///
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/// using UnityEngine;
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/// using UnityEngine.EventSystems;
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///
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/// public class MoveDirectionExample : MonoBehaviour
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/// {
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/// Vector3 m_StartPosition, m_StartForce;
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/// Rigidbody m_Rigidbody;
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/// //Use Enum for easy switching between direction states
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/// MoveDirection m_MoveDirection;
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///
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/// //Use these Vectors for moving Rigidbody components
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/// Vector3 m_ResetVector;
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/// Vector3 m_RightVector;
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/// const float speed = 5.0f;
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///
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/// void Start()
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/// {
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/// //You get the Rigidbody component attached to the GameObject
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/// m_Rigidbody = GetComponent<Rigidbody>();
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/// //This starts with the Rigidbody not moving in any direction at all
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/// m_MoveDirection = MoveDirection.None;
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///
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/// //These are the GameObject’s starting position and Rigidbody position
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/// m_StartPosition = transform.position;
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/// m_StartForce = m_Rigidbody.transform.position;
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///
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/// //This Vector is set to 1 in the x axis (for moving in the right direction)
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/// m_RightVector = Vector3.right;
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/// //This Vector is zeroed out for when the Rigidbody should not move
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/// m_ResetVector = Vector3.zero;
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/// }
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///
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/// void Update()
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/// {
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/// //This switches the direction depending on button presses
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/// switch (m_MoveDirection)
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/// {
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/// //The starting state which resets the object
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/// case MoveDirection.None:
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/// //Reset to the starting position of the GameObject and Rigidbody
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/// transform.position = m_StartPosition;
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/// m_Rigidbody.transform.position = m_StartForce;
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/// //This resets the velocity of the Rigidbody
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/// m_Rigidbody.velocity = m_ResetVector;
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/// break;
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///
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/// //This is for moving right
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/// case MoveDirection.Right:
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/// //This moves the Rigidbody to the right
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/// m_Rigidbody.velocity = m_RightVector * speed;
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/// break;
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/// }
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/// }
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///
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/// void OnGUI()
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/// {
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/// //Press the reset Button to switch to no mode
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/// if (GUI.Button(new Rect(100, 0, 150, 30), "Reset"))
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/// {
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/// //Switch to start/reset case
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/// m_MoveDirection = MoveDirection.None;
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/// }
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///
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/// //Press the Left button to switch the Rigidbody direction to the right
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/// if (GUI.Button(new Rect(100, 30, 150, 30), "Move Right"))
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/// {
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/// //Switch to the left direction
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/// m_MoveDirection = MoveDirection.Right;
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/// }
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/// }
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/// }
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/// ]]>
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///</code>
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/// </example>
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Right,
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/// <summary>
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/// The Down State of MoveDirection. Assign functionality for moving in a downward direction.
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/// </summary>
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/// <remarks>
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/// 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.
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/// </remarks>
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/// <example>
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/// <code>
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/// <![CDATA[
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/// //Attach this script to a GameObject with a Rigidbody component. Press the "Move Down" button in Game view to see it in action.
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///
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/// using UnityEngine;
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/// using UnityEngine.EventSystems;
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///
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/// public class Example : MonoBehaviour
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/// {
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/// Vector3 m_StartPosition, m_StartForce;
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/// Rigidbody m_Rigidbody;
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/// //Use Enum for easy switching between direction states
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/// MoveDirection m_MoveDirection;
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///
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/// //Use these Vectors for moving Rigidbody components
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/// Vector3 m_ResetVector;
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/// Vector3 m_UpVector;
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/// const float speed = 10.0f;
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///
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/// void Start()
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/// {
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/// //You get the Rigidbody component attached to the GameObject
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/// m_Rigidbody = GetComponent<Rigidbody>();
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/// //This starts with the Rigidbody not moving in any direction at all
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/// m_MoveDirection = MoveDirection.None;
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///
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/// //These are the GameObject’s starting position and Rigidbody position
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/// m_StartPosition = transform.position;
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/// m_StartForce = m_Rigidbody.transform.position;
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///
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/// //This Vector is set to 1 in the y axis (for moving upwards)
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/// m_UpVector = Vector3.up;
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/// //This Vector is zeroed out for when the Rigidbody should not move
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/// m_ResetVector = Vector3.zero;
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/// }
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///
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/// void Update()
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/// {
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/// //This switches the direction depending on button presses
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/// switch (m_MoveDirection)
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/// {
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/// //The starting state which resets the object
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/// case MoveDirection.None:
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/// //Reset to the starting position of the GameObject and Rigidbody
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/// transform.position = m_StartPosition;
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/// m_Rigidbody.transform.position = m_StartForce;
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/// //This resets the velocity of the Rigidbody
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/// m_Rigidbody.velocity = m_ResetVector;
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/// break;
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///
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/// //This is for moving down
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/// case MoveDirection.Down:
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/// //This moves the Rigidbody down
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/// m_Rigidbody.velocity = -m_UpVector * speed;
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/// break;
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/// }
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/// }
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///
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/// void OnGUI()
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/// {
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/// //Press the reset Button to switch to no mode
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/// if (GUI.Button(new Rect(100, 0, 150, 30), "Reset"))
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/// {
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/// //Switch to start/reset case
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/// m_MoveDirection = MoveDirection.None;
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/// }
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///
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/// //Press the Down button to switch the direction to down
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/// if (GUI.Button(new Rect(100, 90, 150, 30), "Move Down"))
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/// {
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/// //Switch to Down Direction
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/// m_MoveDirection = MoveDirection.Down;
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/// }
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/// }
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/// }
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/// ]]>
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///</code>
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/// </example>
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Down,
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/// <summary>
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/// This is the None state. Assign functionality that stops movement.
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/// </summary>
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/// <remarks>
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/// 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.
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/// </remarks>
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/// <example>
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/// <code>
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/// <![CDATA[
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/// //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.
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///
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/// using UnityEngine;
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/// using UnityEngine.EventSystems;
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///
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/// public class Example : MonoBehaviour
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/// {
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/// Vector3 m_StartPosition, m_StartForce;
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/// Rigidbody m_Rigidbody;
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/// //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
|
||
}
|
||
}
|