570 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
		
		
			
		
	
	
			570 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
|  | 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 | |||
|  |     } | |||
|  | } |