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
}
}