C# 如何将枚举与Vector3轴一起使用?

C# 如何将枚举与Vector3轴一起使用?,c#,unity3d,C#,Unity3d,在生产线上: 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; pub

在生产线上:

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);
        }
    }
}
我想使用枚举或制作一些我可以在Vector3.Left或Vector3.Right…和所有轴之间选择的东西,简称为enum


我们的想法是能够在这一行中使用枚举或矢量3轴,而不是在多行中使用。

可能最简单的方法是使用
vector3
常量并将它们分配给
vector3
变量。但是,有时您希望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
(您需要一个开关或数组或其他东西来将
enum
解释为
Vector3
),但您可以使用带有私有构造函数的类、一些只读字段、,以及
公共静态隐式运算符Vector3
方法:

transform.Rotate(Axistorotate.Left, angle);
如何使用的示例:

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
Vector3
常量并将它们分配给
Vector3
变量可能是最简单的方法。但是,有时您希望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
(您需要一个开关或数组或其他东西来将
enum
解释为
Vector3
),但您可以使用带有私有构造函数的类、一些只读字段、,以及
公共静态隐式运算符Vector3
方法:

transform.Rotate(Axistorotate.Left, angle);
如何使用的示例:

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;
    }
}

实际上,您可以使用enum来完成这项工作,就像您所希望的那样。你可以这样做:

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.
public Vector3 GetAxis(Axistorotate axis)
{
    return vectorAxises[(int)axis];
}
然后在开始时:

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

    public Axistorotate myAxis;
然后做一个函数:

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;
然后像这样使用它:

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


实际上,您可以使用enum来完成这项工作,就像您所希望的那样。你可以这样做:

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.
public Vector3 GetAxis(Axistorotate axis)
{
    return vectorAxises[(int)axis];
}
然后在开始时:

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

    public Axistorotate myAxis;
然后做一个函数:

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;
然后像这样使用它:

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


因此,您希望使用枚举上的switch语句将Axistorotate.Left转换为Vector3.Left?Ty以设置轴。因此,您希望使用枚举上的switch语句将Axistorotate.Left转换为Vector3.Left?Ty以设置轴。