init
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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 ParallaxBackground_0 : MonoBehaviour
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{
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[Header("Layer Setting")]
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public float[] Layer_Speed = new float[7];
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public GameObject[] Layer_Objects = new GameObject[7];
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private Transform _camera;
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// private float[] startPos = new float[7];
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private float boundSizeX;
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private float sizeX;
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private GameObject Layer_0;
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public float SwitchPos = 40;
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public float SpeedMultiplier = -1;
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float startX;
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void Start()
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{
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_camera = Camera.main.transform;
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sizeX = Layer_Objects[0].transform.localScale.x;
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boundSizeX = Layer_Objects[0].GetComponent<SpriteRenderer>().sprite.bounds.size.x;
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startX = lastCamX = _camera.position.x;
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// for (int i=0;i<5;i++){
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// startPos[i] = _camera.position.x;
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// }
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}
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float lastCamX;
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void Update(){
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float camDif = _camera.position.x - lastCamX;
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// Debug.Log(camDif);
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lastCamX = _camera.position.x;
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for (int i=0;i<5;i++){
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// float temp = (_camera.position.x * (1-Layer_Speed[i]) );
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// float distance = _camera.position.x * Layer_Speed[i] ;
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Layer_Objects[i].transform.position += new Vector3(Layer_Speed[i] * camDif * SpeedMultiplier,0);
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if(Layer_Objects[i].transform.localPosition.x >= SwitchPos || Layer_Objects[i].transform.localPosition.x <= -SwitchPos){
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Layer_Objects[i].transform.localPosition = new Vector3(0,0,10);
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}
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// Layer_Objects[i].transform.position = new Vector2 (startPos[i] + distance, _camera.position.y);
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// if (temp > startPos[i] + boundSizeX*sizeX){
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// startPos[i] += boundSizeX*sizeX;
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// }else if(temp < startPos[i] - boundSizeX*sizeX){
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// startPos[i] -= boundSizeX*sizeX;
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// }
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}
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}
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}
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