private static void _UpdateScale(GameObject obj, GameObjectPropertyType pType, float val) { Vector3 scl = obj.transform.localScale; switch (pType) { case GameObjectPropertyType.Scale_X: scl.x = val; break; case GameObjectPropertyType.Scale_Y: scl.y = val; break; case GameObjectPropertyType.Scale_Z: scl.z = val; break; case GameObjectPropertyType.Uniform_Scale: scl.x = val; scl.y = val; scl.z = val; break; } obj.transform.localScale = scl; }
private static void _UpdateAngularVelocity(GameObject obj, GameObjectPropertyType pType, float val) { Vector3 rot = obj.transform.localRotation.eulerAngles; switch(pType) { case GameObjectPropertyType.AngularVelocity_X_Euler: rot.x += val; break; case GameObjectPropertyType.AngularVelocity_Y_Euler: rot.y += val; break; case GameObjectPropertyType.AngularVelocity_Z_Euler: rot.z += val; break; } obj.transform.localRotation = Quaternion.Euler(rot); }
public static void UpdateGameObject(GameObject obj, GameObjectPropertyType pType, float val ) { if( pType == GameObjectPropertyType.Position_X || pType == GameObjectPropertyType.Position_Y || pType == GameObjectPropertyType.Position_Z ) { _UpdatePosition(obj, pType, val); } else if( pType == GameObjectPropertyType.LocalPosition_X || pType == GameObjectPropertyType.LocalPosition_Y || pType == GameObjectPropertyType.LocalPosition_Z ) { _UpdateLocalPosition(obj, pType, val); } else if( pType == GameObjectPropertyType.Rotation_X_Euler || pType == GameObjectPropertyType.Rotation_Y_Euler || pType == GameObjectPropertyType.Rotation_Z_Euler ) { _UpdateRotation(obj, pType, val); } else if( pType == GameObjectPropertyType.LocalRotation_X_Euler || pType == GameObjectPropertyType.LocalRotation_Y_Euler || pType == GameObjectPropertyType.LocalRotation_Z_Euler ) { _UpdateLocalRotation(obj, pType, val); } else if( pType == GameObjectPropertyType.Scale_X || pType == GameObjectPropertyType.Scale_Y || pType == GameObjectPropertyType.Scale_Z || pType == GameObjectPropertyType.Uniform_Scale ) { _UpdateScale(obj, pType, val); } else if( pType == GameObjectPropertyType.Velocity_X || pType == GameObjectPropertyType.Velocity_Y || pType == GameObjectPropertyType.Velocity_Z ) { _UpdateVelocity(obj, pType, val); } else if( pType == GameObjectPropertyType.AngularVelocity_X_Euler || pType == GameObjectPropertyType.AngularVelocity_Y_Euler || pType == GameObjectPropertyType.AngularVelocity_Z_Euler ) { _UpdateAngularVelocity(obj, pType, val); } }
public static void UpdateGameObject(GameObject obj, GameObjectPropertyType pType, float val) { if (pType == GameObjectPropertyType.Position_X || pType == GameObjectPropertyType.Position_Y || pType == GameObjectPropertyType.Position_Z) { _UpdatePosition(obj, pType, val); } else if (pType == GameObjectPropertyType.LocalPosition_X || pType == GameObjectPropertyType.LocalPosition_Y || pType == GameObjectPropertyType.LocalPosition_Z) { _UpdateLocalPosition(obj, pType, val); } else if (pType == GameObjectPropertyType.Rotation_X_Euler || pType == GameObjectPropertyType.Rotation_Y_Euler || pType == GameObjectPropertyType.Rotation_Z_Euler) { _UpdateRotation(obj, pType, val); } else if (pType == GameObjectPropertyType.LocalRotation_X_Euler || pType == GameObjectPropertyType.LocalRotation_Y_Euler || pType == GameObjectPropertyType.LocalRotation_Z_Euler) { _UpdateLocalRotation(obj, pType, val); } else if (pType == GameObjectPropertyType.Scale_X || pType == GameObjectPropertyType.Scale_Y || pType == GameObjectPropertyType.Scale_Z || pType == GameObjectPropertyType.Uniform_Scale) { _UpdateScale(obj, pType, val); } else if (pType == GameObjectPropertyType.Velocity_X || pType == GameObjectPropertyType.Velocity_Y || pType == GameObjectPropertyType.Velocity_Z) { _UpdateVelocity(obj, pType, val); } else if (pType == GameObjectPropertyType.AngularVelocity_X_Euler || pType == GameObjectPropertyType.AngularVelocity_Y_Euler || pType == GameObjectPropertyType.AngularVelocity_Z_Euler) { _UpdateAngularVelocity(obj, pType, val); } }
private static void _UpdateAngularVelocity(GameObject obj, GameObjectPropertyType pType, float val) { Vector3 rot = obj.transform.localRotation.eulerAngles; switch (pType) { case GameObjectPropertyType.AngularVelocity_X_Euler: rot.x += val; break; case GameObjectPropertyType.AngularVelocity_Y_Euler: rot.y += val; break; case GameObjectPropertyType.AngularVelocity_Z_Euler: rot.z += val; break; } obj.transform.localRotation = Quaternion.Euler(rot); }
private static void _UpdateVelocity(GameObject obj, GameObjectPropertyType pType, float val) { Vector3 pos = obj.transform.localPosition; switch (pType) { case GameObjectPropertyType.Velocity_X: pos.x += val; break; case GameObjectPropertyType.Velocity_Y: pos.y += val; break; case GameObjectPropertyType.Velocity_Z: pos.z += val; break; } obj.transform.localPosition = pos; }
private static void _UpdateLocalRotation(GameObject obj, GameObjectPropertyType pType, float val) { Vector3 rot = obj.transform.localRotation.eulerAngles; switch (pType) { case GameObjectPropertyType.LocalRotation_X_Euler: rot.x = val; break; case GameObjectPropertyType.LocalRotation_Y_Euler: rot.y = val; break; case GameObjectPropertyType.LocalRotation_Z_Euler: rot.z = val; break; } obj.transform.localRotation = Quaternion.Euler(rot); }
private static void _UpdateLocalPosition(GameObject obj, GameObjectPropertyType pType, float val) { Vector3 pos = obj.transform.localPosition; switch (pType) { case GameObjectPropertyType.LocalPosition_X: pos.x = val; break; case GameObjectPropertyType.LocalPosition_Y: pos.y = val; break; case GameObjectPropertyType.LocalPosition_Z: pos.z = val; break; } obj.transform.localPosition = pos; }
private static void _UpdateLocalPosition(GameObject obj, GameObjectPropertyType pType, float val) { Vector3 pos = obj.transform.localPosition; switch(pType) { case GameObjectPropertyType.LocalPosition_X: pos.x = val; break; case GameObjectPropertyType.LocalPosition_Y: pos.y = val; break; case GameObjectPropertyType.LocalPosition_Z: pos.z = val; break; } obj.transform.localPosition = pos; }
private static void _UpdateVelocity(GameObject obj, GameObjectPropertyType pType, float val) { Vector3 pos = obj.transform.localPosition; switch(pType) { case GameObjectPropertyType.Velocity_X: pos.x += val; break; case GameObjectPropertyType.Velocity_Y: pos.y += val; break; case GameObjectPropertyType.Velocity_Z: pos.z += val; break; } obj.transform.localPosition = pos; }
private static void _UpdateScale(GameObject obj, GameObjectPropertyType pType, float val) { Vector3 scl = obj.transform.localScale; switch(pType) { case GameObjectPropertyType.Scale_X: scl.x = val; break; case GameObjectPropertyType.Scale_Y: scl.y = val; break; case GameObjectPropertyType.Scale_Z: scl.z = val; break; case GameObjectPropertyType.Uniform_Scale: scl.x = val; scl.y = val; scl.z = val; break; } obj.transform.localScale = scl; }
private static void _UpdateRotation(GameObject obj, GameObjectPropertyType pType, float val) { Vector3 rot = obj.transform.rotation.eulerAngles; switch(pType) { case GameObjectPropertyType.Rotation_X_Euler: rot.x = val; break; case GameObjectPropertyType.Rotation_Y_Euler: rot.y = val; break; case GameObjectPropertyType.Rotation_Z_Euler: rot.z = val; break; } obj.transform.rotation = Quaternion.Euler(rot); }