This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Switch-Case

Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.

The switch-case conditional statement is an alternative to the if-else statement. It consists of aswitch part, which holds an expression that should evaluate to an integer result, and several case blocks, which define possible integer results and corresponding actions. This statement is more efficient than the if-else statement and should be preferred, if the tested expression returns an integer and there will be multiple branches based on its result.

Syntax

Source code (UnigineScript)
switch(expression) { 
	case constant: 
		// some_code;
		break;
	// …; 
	default:
		// some_code;
		break;
}

Parts

  • expression is a condition.
  • constant can be an integer or an enumeration member or an exported variable. It can also be typeid(type) statement (see the example below
  • default is a label that specifies a code block which will be executed when none of the constants listed are matched. The default block is optional.

Example

Source code (UnigineScript)
enum {
	THREE = 3,
};

switch(6 * 1) {
	case 1:
		log.message("one\n");
		break;
	case 2:
		log.message("two\n");
		break;
	case THREE:
		log.message("three\n");
		break;
	case 4:
	case 5:
		log.message("four, five\n");
		break;
	default:
		log.message("default\n");
		break;

Note that if there is no break at the end of a case block, script execution "falls through" to the next case block, as if its value also matched the result of the tested expression.

Notice
  • There should be no whitespace between the word "default" and the following colon. Also, there should be no other labels with the name "default" within the script.
  • Values for case comparisons are pre-compiled. Therefore, if an exported variable is used as a constant in such a comparison, and if its value is changed in the C++ code, the old value will be used nevertheless.

It is possible to use typeid(variable_type) as a constant for a case within a switch. This function checks if the variable belongs to a specified type and performs a corresponding action.

Source code (UnigineScript)
Variable data = node.getData();
switch(typeid(data)) {
	case typeid(int):
		log.message("int\n");
		break;
	case typeid(float):
		log.message("float\n");
		break;
	case typeid(vec3):
		log.message("vec3\n");
		break;
	case typeid(vec4):
		log.message("vec4\n");
		break;
	case typeid(string):
		log.message("string\n");
		break;
}
Last update: 2024-08-16
Build: ()