This is an 8 direction movement enum.
MoveDirection provides a way of switching between moving states. You must assign these states to actions, such as moving the GameObject by an up vector when in the Up state.
Having states like these are easier to identify than always having to include a large amount of vectors and calculations. Instead, you define what you want the state to do in only one part, and switch to the appropriate state when it is needed.
//This 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; } } }
Left | This is the Left state of MoveDirection. Assign functionality for moving to the left. |
Up | This is the Up state of MoveDirection. Assign functionality for moving in an upward direction. |
Right | This is the Right state of MoveDirection. Assign functionality for moving to the right. |
Down | The Down State of MoveDirection. Assign functionality for moving in a downward direction. |
None | This is the None state. Assign functionality that stops movement. |