Enum MoveDirection
This is an 4 direction movement enum.
Namespace: UnityEngine.EventSystems
Syntax
public enum MoveDirection
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.
Examples
//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;
}
}
}
Fields
Name | Description | Value |
---|---|---|
Left | This is the Left state of MoveDirection. Assign functionality for moving to the left. Use the Left state for an easily identifiable way of moving a GameObject to the left (-1 , 0 , 0). This is a state without any predefined functionality. Before using this state, you should define what your GameObject will do in code. |
0 |
Up | This is the Up state of MoveDirection. Assign functionality for moving in an upward direction. Use the Up state for an easily identifiable way of moving a GameObject upwards (0 , 1 , 0). This is a state without any predefined functionality. Before using this state, you should define what your GameObject will do in code. |
1 |
Right | This is the Right state of MoveDirection. Assign functionality for moving to the right. Use the Right state for an easily identifiable way of moving a GameObject to the right (1 , 0 , 0). This is a state without any predefined functionality. Before using this state, you should define what your GameObject will do in code. |
2 |
Down | The Down State of MoveDirection. Assign functionality for moving in a downward direction. Use the Down state for an easily identifiable way of moving a GameObject downwards (0 , -1 , 0). This is a state without any predefined functionality. Before using this state, you should define what your GameObject will do in code. |
3 |
None | This is the None state. Assign functionality that stops movement. Use the None state for an easily identifiable way of stopping, resetting or initialising a GameObject's movement. This is a state without any predefined functionality. Before using this state, you should define what your GameObject will do in code. |
4 |