init
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@@ -0,0 +1,52 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BackgroundControl_0 : MonoBehaviour
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{
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[Header("BackgroundNum 0 -> 3")]
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public int backgroundNum;
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public Sprite[] Layer_Sprites;
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private GameObject[] Layer_Object = new GameObject[5];
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private int max_backgroundNum = 3;
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public bool enableSwitching = false;
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void Start()
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{
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for (int i = 0; i < Layer_Object.Length; i++){
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Layer_Object[i] = GameObject.Find("Layer_" + i);
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}
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ChangeSprite();
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}
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void Update() {
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if(!enableSwitching){return;}
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//for presentation without UIs
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if (Input.GetKeyDown(KeyCode.RightArrow)) NextBG();
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if (Input.GetKeyDown(KeyCode.LeftArrow)) BackBG();
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}
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void ChangeSprite(){
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Layer_Object[0].GetComponent<SpriteRenderer>().sprite = Layer_Sprites[backgroundNum*5];
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for (int i = 1; i < Layer_Object.Length; i++){
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Sprite changeSprite = Layer_Sprites[backgroundNum*5 + i];
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//Change Layer_1->7
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Layer_Object[i].GetComponent<SpriteRenderer>().sprite = changeSprite;
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//Change "Layer_(*)x" sprites in children of Layer_1->7
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Layer_Object[i].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite = changeSprite;
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Layer_Object[i].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite = changeSprite;
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}
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}
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public void NextBG(){
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backgroundNum = backgroundNum + 1;
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if (backgroundNum > max_backgroundNum) backgroundNum = 0;
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ChangeSprite();
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}
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public void BackBG(){
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backgroundNum = backgroundNum - 1;
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if (backgroundNum < 0) backgroundNum = max_backgroundNum;
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ChangeSprite();
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}
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}
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