// 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; } }
// 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; } }
// 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; } }