如何在Vector3轴上使用枚举?

时间:2019-06-05 15:59:58

标签: c# unity3d

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Rotate : MonoBehaviour
{
    enum Axistorotate { Back, Down, Forward, Left, Right, Up, Zero};

    public float angle;
    public float speed;
    public Vector3 axis;

    private bool stopRotation = true;
    private Axistorotate myAxis;

    // Start is called before the first frame update
    void Start()
    {
        myAxis = Axistorotate.Left;

        StartCoroutine(RotateObject());
    }

    // Update is called once per frame
    void Update()
    {
        if(Input.GetKeyDown(KeyCode.S))
        {
            stopRotation = false;
        }

        if (Input.GetKeyDown(KeyCode.C))
        {
            stopRotation = true;
            StartCoroutine(RotateObject());
        }
    }

    IEnumerator RotateObject()
    {
        while (stopRotation == true)
        {
            transform.Rotate(Axistorotate.Left, angle);
            yield return new WaitForSeconds(speed);
        }
    }
}

在线:

transform.Rotate(Axistorotate.Left, angle);

我想使用枚举或做一些我可以在Vector3.Left或Vector3.Right之间进行选择的...以及所有像枚举一样简短的轴。

想法是能够在此单行而不是多行中简短地使用枚举或vector3轴。

2 个答案:

答案 0 :(得分:0)

仅使用Vector3常量并将它们分配给Vector3变量可能是最简单的。但是,有时您又想使用类型安全性来确保您的方法不会收到意外的轴或Vector3.zero

您不能仅使用enum来完成此操作(您需要使用开关或数组或其他方式将enum解释为Vector3),但是您可以通过具有私有构造函数,一些只读字段和public static implicit operator Vector3方法的类,可以得到类似且自成体系的东西:

public class RotationAxis
{
    public static readonly AxisVector right = new Axis(Vector3.right);
    public static readonly AxisVector left = new Axis(Vector3.left);

    public static readonly AxisVector up = new Axis(Vector3.up);
    public static readonly AxisVector down = new Axis(Vector3.down);

    public static readonly AxisVector forward = new Axis(Vector3.forward);
    public static readonly AxisVector back = new Axis(Vector3.back);

    private Vector3 _value;

    private RotationAxis(Vector3 axis)
    {
        this._value = axis;
    }

    public static implicit operator Vector3(RotationAxis axis) 
    {
        return axis._value;
    }
}

使用方法示例:

public void RotateMe(RotationAxis axis, float angle) {
    // using axis as a Vector3 guaranteed by type safety to be one of:
    // Vector3.right/left/up/down/forward/back

    // RotationAxis implicitly converts to Vector3
    transform.Rotate(axis, angle);

    // you can also just use RotationAxis._ as you would Vector3._
    transform.Rotate(RotationAxis.forward, angle);
}

...

RotationAxis axis = RotationAxis.right;
float angle = 45f;
object1.RotateMe(axis, angle);

axis = RotationAxis.up;
angle = 45f;
object2.RotateMe(axis, angle);

// object2.RotateMe(Vector3.zero, angle); would produce a compile error. Can't be done accidentally.

答案 1 :(得分:0)

实际上,您可以根据需要使用枚举。您可以进行如下操作:

public class Rotate : MonoBehaviour
{
    public enum Axistorotate { Back, Down, Forward, Left, Right, Up, Zero };
    public Vector3[] vectorAxises = new Vector3[7];

    public Axistorotate myAxis;

然后从开始:

void Start()
{
    vectorAxises[0] = Vector3.back;
    vectorAxises[1] = Vector3.down;
    vectorAxises[2] = Vector3.forward;
    vectorAxises[3] = Vector3.left;
    vectorAxises[4] = Vector3.right;
    vectorAxises[5] = Vector3.up;
    vectorAxises[6] = Vector3.zero;

然后创建一个函数:

public Vector3 GetAxis(Axistorotate axis)
{
    return vectorAxises[(int)axis];
}

然后像这样使用它:

transform.Rotate(GetAxis(Axistorotate.Left), angle);

transform.Rotate(GetAxis(myAxis), angle);