ホーム › UI.Input.GameInput › GameInputForceFeedbackEffectKind
GameInputForceFeedbackEffectKind
列挙型メンバー 11
| 名前 | 10進 | 16進 |
|---|---|---|
| GameInputForceFeedbackConstant | 0 | 0x0 |
| GameInputForceFeedbackRamp | 1 | 0x1 |
| GameInputForceFeedbackSineWave | 2 | 0x2 |
| GameInputForceFeedbackSquareWave | 3 | 0x3 |
| GameInputForceFeedbackTriangleWave | 4 | 0x4 |
| GameInputForceFeedbackSawtoothUpWave | 5 | 0x5 |
| GameInputForceFeedbackSawtoothDownWave | 6 | 0x6 |
| GameInputForceFeedbackSpring | 7 | 0x7 |
| GameInputForceFeedbackFriction | 8 | 0x8 |
| GameInputForceFeedbackDamper | 9 | 0x9 |
| GameInputForceFeedbackInertia | 10 | 0xA |
各言語での定義
列挙メンバーの定義。HSP タブは #define global(値は16進)。
typedef enum GameInputForceFeedbackEffectKind : int {
GameInputForceFeedbackConstant = 0,
GameInputForceFeedbackRamp = 1,
GameInputForceFeedbackSineWave = 2,
GameInputForceFeedbackSquareWave = 3,
GameInputForceFeedbackTriangleWave = 4,
GameInputForceFeedbackSawtoothUpWave = 5,
GameInputForceFeedbackSawtoothDownWave = 6,
GameInputForceFeedbackSpring = 7,
GameInputForceFeedbackFriction = 8,
GameInputForceFeedbackDamper = 9,
GameInputForceFeedbackInertia = 10
} GameInputForceFeedbackEffectKind;public enum GameInputForceFeedbackEffectKind : int
{
GameInputForceFeedbackConstant = 0,
GameInputForceFeedbackRamp = 1,
GameInputForceFeedbackSineWave = 2,
GameInputForceFeedbackSquareWave = 3,
GameInputForceFeedbackTriangleWave = 4,
GameInputForceFeedbackSawtoothUpWave = 5,
GameInputForceFeedbackSawtoothDownWave = 6,
GameInputForceFeedbackSpring = 7,
GameInputForceFeedbackFriction = 8,
GameInputForceFeedbackDamper = 9,
GameInputForceFeedbackInertia = 10,
}Public Enum GameInputForceFeedbackEffectKind As Integer
GameInputForceFeedbackConstant = 0
GameInputForceFeedbackRamp = 1
GameInputForceFeedbackSineWave = 2
GameInputForceFeedbackSquareWave = 3
GameInputForceFeedbackTriangleWave = 4
GameInputForceFeedbackSawtoothUpWave = 5
GameInputForceFeedbackSawtoothDownWave = 6
GameInputForceFeedbackSpring = 7
GameInputForceFeedbackFriction = 8
GameInputForceFeedbackDamper = 9
GameInputForceFeedbackInertia = 10
End Enumimport enum
class GameInputForceFeedbackEffectKind(enum.IntEnum):
GameInputForceFeedbackConstant = 0
GameInputForceFeedbackRamp = 1
GameInputForceFeedbackSineWave = 2
GameInputForceFeedbackSquareWave = 3
GameInputForceFeedbackTriangleWave = 4
GameInputForceFeedbackSawtoothUpWave = 5
GameInputForceFeedbackSawtoothDownWave = 6
GameInputForceFeedbackSpring = 7
GameInputForceFeedbackFriction = 8
GameInputForceFeedbackDamper = 9
GameInputForceFeedbackInertia = 10// GameInputForceFeedbackEffectKind
pub const GameInputForceFeedbackConstant: i32 = 0;
pub const GameInputForceFeedbackRamp: i32 = 1;
pub const GameInputForceFeedbackSineWave: i32 = 2;
pub const GameInputForceFeedbackSquareWave: i32 = 3;
pub const GameInputForceFeedbackTriangleWave: i32 = 4;
pub const GameInputForceFeedbackSawtoothUpWave: i32 = 5;
pub const GameInputForceFeedbackSawtoothDownWave: i32 = 6;
pub const GameInputForceFeedbackSpring: i32 = 7;
pub const GameInputForceFeedbackFriction: i32 = 8;
pub const GameInputForceFeedbackDamper: i32 = 9;
pub const GameInputForceFeedbackInertia: i32 = 10;// GameInputForceFeedbackEffectKind
const (
GameInputForceFeedbackConstant int32 = 0
GameInputForceFeedbackRamp int32 = 1
GameInputForceFeedbackSineWave int32 = 2
GameInputForceFeedbackSquareWave int32 = 3
GameInputForceFeedbackTriangleWave int32 = 4
GameInputForceFeedbackSawtoothUpWave int32 = 5
GameInputForceFeedbackSawtoothDownWave int32 = 6
GameInputForceFeedbackSpring int32 = 7
GameInputForceFeedbackFriction int32 = 8
GameInputForceFeedbackDamper int32 = 9
GameInputForceFeedbackInertia int32 = 10
)const
GameInputForceFeedbackConstant = 0;
GameInputForceFeedbackRamp = 1;
GameInputForceFeedbackSineWave = 2;
GameInputForceFeedbackSquareWave = 3;
GameInputForceFeedbackTriangleWave = 4;
GameInputForceFeedbackSawtoothUpWave = 5;
GameInputForceFeedbackSawtoothDownWave = 6;
GameInputForceFeedbackSpring = 7;
GameInputForceFeedbackFriction = 8;
GameInputForceFeedbackDamper = 9;
GameInputForceFeedbackInertia = 10;// GameInputForceFeedbackEffectKind
pub const GameInputForceFeedbackConstant: i32 = 0;
pub const GameInputForceFeedbackRamp: i32 = 1;
pub const GameInputForceFeedbackSineWave: i32 = 2;
pub const GameInputForceFeedbackSquareWave: i32 = 3;
pub const GameInputForceFeedbackTriangleWave: i32 = 4;
pub const GameInputForceFeedbackSawtoothUpWave: i32 = 5;
pub const GameInputForceFeedbackSawtoothDownWave: i32 = 6;
pub const GameInputForceFeedbackSpring: i32 = 7;
pub const GameInputForceFeedbackFriction: i32 = 8;
pub const GameInputForceFeedbackDamper: i32 = 9;
pub const GameInputForceFeedbackInertia: i32 = 10;const
GameInputForceFeedbackConstant* = 0
GameInputForceFeedbackRamp* = 1
GameInputForceFeedbackSineWave* = 2
GameInputForceFeedbackSquareWave* = 3
GameInputForceFeedbackTriangleWave* = 4
GameInputForceFeedbackSawtoothUpWave* = 5
GameInputForceFeedbackSawtoothDownWave* = 6
GameInputForceFeedbackSpring* = 7
GameInputForceFeedbackFriction* = 8
GameInputForceFeedbackDamper* = 9
GameInputForceFeedbackInertia* = 10enum GameInputForceFeedbackEffectKind : int {
GameInputForceFeedbackConstant = 0,
GameInputForceFeedbackRamp = 1,
GameInputForceFeedbackSineWave = 2,
GameInputForceFeedbackSquareWave = 3,
GameInputForceFeedbackTriangleWave = 4,
GameInputForceFeedbackSawtoothUpWave = 5,
GameInputForceFeedbackSawtoothDownWave = 6,
GameInputForceFeedbackSpring = 7,
GameInputForceFeedbackFriction = 8,
GameInputForceFeedbackDamper = 9,
GameInputForceFeedbackInertia = 10,
}#define global GameInputForceFeedbackConstant 0x0
#define global GameInputForceFeedbackRamp 0x1
#define global GameInputForceFeedbackSineWave 0x2
#define global GameInputForceFeedbackSquareWave 0x3
#define global GameInputForceFeedbackTriangleWave 0x4
#define global GameInputForceFeedbackSawtoothUpWave 0x5
#define global GameInputForceFeedbackSawtoothDownWave 0x6
#define global GameInputForceFeedbackSpring 0x7
#define global GameInputForceFeedbackFriction 0x8
#define global GameInputForceFeedbackDamper 0x9
#define global GameInputForceFeedbackInertia 0xA