Beispiel #1
0
    //After the objects have all moved, clamp the object to the screen
    void LateUpdate()
    {
        switch (m_AxisToClamp)
        {
        case Axis.X:
            transform.position = new Vector3(Camera2D.ClampToCameraView(gameCamera, m_Renderer.bounds).x, transform.position.y, transform.position.z);
            break;

        case Axis.Y:
#if GAMEEYE2D_XZ
            transform.position = new Vector3(transform.position.x, transform.position.y, Camera2D.ClampToCameraView(gameCamera, m_Renderer.bounds).z);
#else
            transform.position = new Vector3(transform.position.x, Camera2D.ClampToCameraView(gameCamera, m_Renderer.bounds).y, transform.position.z);
#endif
            break;

        //In any other state (including XY or an error), clamp both X and Y axis.
        default:
            transform.position = Camera2D.ClampToCameraView(gameCamera, m_Renderer.bounds);
            break;
        }
    }