/// <summary>Adiciona camadas traseiras a cena.</summary> /// <param name="entities">Lista de camadas a serem adicionada.</param> public void AddBackLayer(params ScreenLayer[] backlayers) { foreach (var e in backlayers) { BackLayers.Add(e); } }
void GenerateBackLayer() { Vector3 backLayerPosition = new Vector3( transform.position.x + (Constants.PARALLAX_BACKGROUD_WIDTH * BackLayers.Count), 0.8f, transform.position.z); ParallaxLayerBehaviour backLayer = Instantiate(BackLayersGO, backLayerPosition, Quaternion.identity); BackLayers.Add(backLayer); backLayer.transform.SetParent(transform, true); }
protected override void Dispose(bool disposing) { if (disposed) { return; } if (disposing) { BackLayers.Clear(); BackLayers = null; FrontLayers.Clear(); FrontLayers = null; } disposed = true; base.Dispose(disposing); }