namespace UnityEngine.Splines { /// /// Describes the different ways a tool might interact with a tangent handle. /// public enum TangentMode { /// /// Tangents are calculated using the previous and next knot positions. /// AutoSmooth = 0, /// /// Tangents are not used. A linear spline is a series of knots connected by a path with no curvature. /// Linear = 1, /// /// Tangents are kept parallel and with matching lengths. Modifying one tangent updates the opposite /// tangent to the inverse direction and equivalent length. /// Mirrored = 2, /// /// Tangents are kept parallel. Modifying one tangent changes the direction of the opposite tangent, /// but does not affect the opposite tangent's length. /// Continuous = 3, /// /// The length and direction of the tangents are independent of each other. Modifying one tangent on a knot does not affect the other. /// Broken = 4 } }