// Update is called once per frame void Update() { if (hero == null) { return; //Why? } for (int i = 0; i < bgs.data.Length; i++) { bgscrolldata current = bgs.data[i]; Vector3 offset = current.endHeight - current.beginHeight; if (MainHelper.Instance.CurrentCamera.transform.position.y < current.endHeight.y) { offset = Vector3.Scale(MainHelper.Instance.CurrentCamera.transform.position - current.beginHeight, Vector2.one); } offset.Scale(current.multiplyer); //Vector2.Scale(speed,direction) * Time.deltaTime; //Temporarily deal with beginheight if (MainHelper.Instance.CurrentCamera.transform.position.y < current.beginHeight.y) { offset += new Vector3(450, 0, 0); } current.gameObject.transform.position = current.beginPosition + offset + current.beginHeight; } }
// Update is called once per frame void Update() { if (hero == null) { return; //Why? } for (int i = 0; i < bgs.data.Length; i++) { bgscrolldata current = bgs.data[i]; Vector3 offset = current.endHeight - current.beginHeight; if (hero.transform.position.y < current.endHeight.y) { offset = Vector3.Scale(hero.transform.position - current.beginHeight, Vector2.one); } offset.Scale(current.multiplyer); //Vector2.Scale(speed,direction) * Time.deltaTime; current.gameObject.transform.position = current.beginPosition + offset; } }