/// <summary> /// Move the sprite renderers. /// </summary> /// <param name="parallaxManager">The parallax.</param> /// <param name="camera">The main camera.</param> /// <param name="time">Time.deltaTime multiplied by the global parallax scroll speed.</param> public void Update(ParallaxManager parallaxManager, Camera camera, float time) { foreach (Renderer spriteRenderer in spriteRenderers.ToArray()) { spriteRenderer.transform.Translate(time * -speedRatio, 0.0f, 0.0f); } }
// Update is called once per frame void Update() { if (m_parallaxManager == null) { m_parallaxManager = GameObject.FindGameObjectWithTag("ParallaxManager").GetComponent <ParallaxManager>(); } this.transform.position += m_directionMouvement * m_parallaxManager.getGroundSpeedf(); }
void OnEnable() { this.parallaxManager = target as ParallaxManager; this.parallaxManagerSerializedObject = new SerializedObject(this.parallaxManager); this.backgroundSizeProp = this.parallaxManagerSerializedObject.FindProperty("backgroundSize"); this.layersProp = this.parallaxManagerSerializedObject.FindProperty("layers"); this.layersSize = this.layersProp.arraySize; }
// Update is called once per frame void Update() { if (m_parallaxManager == null) { m_parallaxManager = GameObject.FindGameObjectWithTag("ParallaxManager").GetComponent<ParallaxManager>(); } this.transform.position += m_directionMouvement * m_parallaxManager.getGroundSpeedf (); }
private void Start() { instance = this; if (!SystemInfo.supportsGyroscope) { enabled = false; } Input.gyro.enabled = true; offset = Input.gyro.gravity; }
private void Start() { if (this.useCustomParallax) { ParallaxManager.ParallaxCustomLayer pcl = default(ParallaxManager.ParallaxCustomLayer); pcl.layer = base.gameObject; pcl.speedX = 1f; ParallaxManager parallaxManager = UnityEngine.Object.FindObjectOfType(typeof(ParallaxManager)) as ParallaxManager; parallaxManager.RegisterParallaxLayer(pcl); } for (int i = 0; i < this.m_maxClouds; i++) { this.SpawnCloud(); } }
private const int NUM_LAYERS = 2; // Number of layers to instantiate. /** Set up the ParallaxManager's functionality. * Set the Singleton design pattern, make the layers list, and instantiate all of the * parallax layers. */ private void Awake() { if (instance == null) // Set up the Singleton design pattern. { instance = this; } layers = new List <ParallaxLayer>(); Vector3 layerPos = Vector3.zero; for (int i = 0; i < NUM_LAYERS; i++) { ParallaxLayer pl = Instantiate(bg, layerPos, Quaternion.identity); ParallaxLayer plA = Instantiate(back, layerPos, Quaternion.identity); ParallaxLayer plB = Instantiate(front, layerPos, Quaternion.identity); layers.Add(pl); layers.Add(plA); layers.Add(plB); layerPos = new Vector3(layerPos.x + back.GetComponent <SpriteRenderer>().bounds.size.x, 0, 0); } }
void Update() { if (_runner == null) { _runner = transform.FindChild("Platform/Runner").gameObject; } int range = Random.Range(1, 10); for (int i = 0; i < itemPrefabs.Length; i++) { if (_lastSpawnTime[i] + frequency[i] < Time.time) { Debug.Log(range); if (range % 2 == 0 || _randomchance[i] == 1) { GameObject item = GameObject.Instantiate(itemPrefabs[i]) as GameObject; item.transform.SetParent(platform, false); Vector3 _runnerPostion = _runner.transform.localPosition; item.transform.localPosition = new Vector3(_runner.transform.localPosition.x + _size * 2, item.transform.localPosition.y, item.transform.localPosition.z); item.name = itemPrefabs[i].name; ParallaxManager _parallax = item.AddComponent <ParallaxManager>(); if (item.name.Contains("Lamp")) { _parallax.parallaxSpeed = 0.65f; item.transform.localScale = new Vector3(2, 2, 1); item.transform.localPosition = new Vector3(_runner.transform.localPosition.x + _size * 2, 2, item.transform.localPosition.z); world.GetComponent <World>().LampPostList.Add(item.GetComponent <LampPost>()); } else { _parallax.parallaxSpeed = 0.65f; } _lastSpawnTime[i] = Time.time; } } } }
private void Awake() { _renderer = GetComponent <SpriteRenderer>(); _parallaxManager = ParallaxManager.Instance; Transform = transform; }
// Use this for initialization void Awake() { player = transform; instance = this; }
void Start() { parallaxManager = GameObject.Find(Strings.PARALLAXMANAGER).GetComponent<ParallaxManager>(); cloudManager = GameObject.Find(Strings.CLOUDMANAGER).GetComponent<CloudManager>(); ScreenSetup.CalculateSettings(); StartCoroutine(Init()); }
void Start() { parallax = ParallaxManager.instance; self = transform; startPos = self.position; }
// Use this for initialization void Awake() { speed = ParallaxManager.ParallaxLayerToMoveSpeed(parallaxLayer); initialPosition = new Vector2(transform.position.x, transform.position.y); }