public bool Init() { if (pools.Count == 0) { return(false); } currentPool = pools[0]; SwitchPool(currentPool); return(enabled = true); }
public void SwitchPool(ParallaxPool pool) { currentPool = pool; foreach (ParallaxLayer layer in layers) { layersOld.Add(layer); layer.Disapear(); } layers.Clear(); int order = pool.elements.Count; foreach (ParallaxPool.Element element in pool.elements) { ParallaxLayer layer = Instantiate(prefabLayer, player) as ParallaxLayer; layer.GetComponent <SpriteRenderer>().sortingOrder = order--; layer.Init(element, this); layers.Add(layer); } }