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@@ -1,52 +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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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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@@ -1,45 +1,45 @@
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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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public bool Camera_Move;
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public float Camera_MoveSpeed = 1.5f;
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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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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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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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void Update(){
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//Moving camera
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if (Camera_Move){
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_camera.position += Vector3.right * Time.deltaTime * Camera_MoveSpeed;
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}
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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 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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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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public bool Camera_Move;
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public float Camera_MoveSpeed = 1.5f;
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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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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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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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void Update(){
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//Moving camera
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if (Camera_Move){
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_camera.position += Vector3.right * Time.deltaTime * Camera_MoveSpeed;
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}
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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 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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