Firstborn/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/MoveDirection.cs
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Library -Artifacts
2023-03-28 12:24:16 -05:00

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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 GameObjects 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 GameObjects 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 GameObjects 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 GameObjects 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 GameObjects 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 GameObjects 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
}
}