// Update is called every frame, if the MonoBehaviour is enabled.
    // http://docs.unity3d.com/ScriptReference/MonoBehaviour.Update.html
    void Update()
    {
        // If m_MoveMethod or m_Range was changed
        if (m_MoveMethod != m_MoveMethodOld || m_Range != m_RangeOld)
        {
            m_MoveMethodOld = m_MoveMethod;
            ResetPosition();
        }

        // Update position according to m_MoveMethod
        switch (m_MoveMethod)
        {
        // Move left-right
        case eMoveMethod.LeftRight:
            UpdateLeftRight();
            break;

        // Move up-down
        case eMoveMethod.UpDown:
            UpdateUpDown();
            break;

        // Move XY clock wise circle
        case eMoveMethod.CircularXY_Clockwise:
            UpdateCircularXY_Clockwise();
            break;

        // Move XY counter clockwise circle
        case eMoveMethod.CircularXY_CounterClockwise:
            UpdateCircularXY_CounterClockwise();
            break;

        // Move XZ clock wise circle
        case eMoveMethod.CircularXZ_Clockwise:
            UpdateCircularXZ_Clockwise();
            break;

        // Move XZ counter clockwise circle
        case eMoveMethod.CircularXZ_CounterClockwise:
            UpdateCircularXZ_CounterClockwise();
            break;

        // Move YZ clock wise circle
        case eMoveMethod.CircularYZ_Clockwise:
            UpdateCircularYZ_Clockwise();
            break;

        // Move YZ counter clock wise circle
        case eMoveMethod.CircularYZ_CounterClockwise:
            UpdateCircularYZ_CounterClockwise();
            break;
        }
    }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        if (m_MoveMethod != m_MoveMethodOld || m_Range != m_RangeOld)
        {
            m_MoveMethodOld = m_MoveMethod;
            ResetPosition();
        }

        // Check what method to control moving of this Particle object
        switch (m_MoveMethod)
        {
        case eMoveMethod.LeftRight:
            UpdateLeftRight();
            break;

        case eMoveMethod.UpDown:
            UpdateUpDown();
            break;

        case eMoveMethod.CircularXY_Clockwise:
            UpdateCircularXY_Clockwise();
            break;

        case eMoveMethod.CircularXY_CounterClockwise:
            UpdateCircularXY_CounterClockwise();
            break;

        case eMoveMethod.CircularXZ_Clockwise:
            UpdateCircularXZ_Clockwise();
            break;

        case eMoveMethod.CircularXZ_CounterClockwise:
            UpdateCircularXZ_CounterClockwise();
            break;

        case eMoveMethod.CircularYZ_Clockwise:
            UpdateCircularYZ_Clockwise();
            break;

        case eMoveMethod.CircularYZ_CounterClockwise:
            UpdateCircularYZ_CounterClockwise();
            break;
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (m_MoveMethod != m_MoveMethodOld || m_Range != m_RangeOld)
        {
            m_MoveMethodOld = m_MoveMethod;
            ResetPosition();
        }

        switch (m_MoveMethod)
        {
        case eMoveMethod.LeftRight:
            UpdateLeftRight();
            break;

        case eMoveMethod.UpDown:
            UpdateUpDown();
            break;

        case eMoveMethod.CircularXY_Clockwise:
            UpdateCircularXY_Clockwise();
            break;

        case eMoveMethod.CircularXY_CounterClockwise:
            UpdateCircularXY_CounterClockwise();
            break;

        case eMoveMethod.CircularXZ_Clockwise:
            UpdateCircularXZ_Clockwise();
            break;

        case eMoveMethod.CircularXZ_CounterClockwise:
            UpdateCircularXZ_CounterClockwise();
            break;

        case eMoveMethod.CircularYZ_Clockwise:
            UpdateCircularYZ_Clockwise();
            break;

        case eMoveMethod.CircularYZ_CounterClockwise:
            UpdateCircularYZ_CounterClockwise();
            break;
        }
    }
示例#4
0
    // Update is called once per frame
    void Update()
    {
        if(m_MoveMethod!=m_MoveMethodOld || m_Range!=m_RangeOld)
            {
                m_MoveMethodOld = m_MoveMethod;
                ResetPosition();
            }

            // Check what method to control moving of this Particle object
            switch(m_MoveMethod)
            {
            case eMoveMethod.LeftRight:
                UpdateLeftRight();
                break;
            case eMoveMethod.UpDown:
                UpdateUpDown();
                break;
            case eMoveMethod.CircularXY_Clockwise:
                UpdateCircularXY_Clockwise();
                break;
            case eMoveMethod.CircularXY_CounterClockwise:
                UpdateCircularXY_CounterClockwise();
                break;
            case eMoveMethod.CircularXZ_Clockwise:
                UpdateCircularXZ_Clockwise();
                break;
            case eMoveMethod.CircularXZ_CounterClockwise:
                UpdateCircularXZ_CounterClockwise();
                break;
            case eMoveMethod.CircularYZ_Clockwise:
                UpdateCircularYZ_Clockwise();
                break;
            case eMoveMethod.CircularYZ_CounterClockwise:
                UpdateCircularYZ_CounterClockwise();
                break;
            }
    }
示例#5
0
	// Update is called once per frame
	void Update () {

		if(m_MoveMethod!=m_MoveMethodOld || m_Range!=m_RangeOld)
		{
			m_MoveMethodOld = m_MoveMethod;
			ResetPosition();
		}

		switch(m_MoveMethod)
		{
		case eMoveMethod.LeftRight:
			UpdateLeftRight();
			break;
		case eMoveMethod.UpDown:
			UpdateUpDown();
			break;
		case eMoveMethod.CircularXY_Clockwise:
			UpdateCircularXY_Clockwise();
			break;
		case eMoveMethod.CircularXY_CounterClockwise:
			UpdateCircularXY_CounterClockwise();
			break;
		case eMoveMethod.CircularXZ_Clockwise:
			UpdateCircularXZ_Clockwise();
			break;
		case eMoveMethod.CircularXZ_CounterClockwise:
			UpdateCircularXZ_CounterClockwise();
			break;
		case eMoveMethod.CircularYZ_Clockwise:
			UpdateCircularYZ_Clockwise();
			break;
		case eMoveMethod.CircularYZ_CounterClockwise:
			UpdateCircularYZ_CounterClockwise();
			break;
		}
	
	}