// Update is called once per frame void Update() { //if( !Application.isPlaying ) //transform.position = startPos + (Vector3)(Vector2)(UnityEditor.SceneView.lastActiveSceneView.camera.transform.position - startPos) * ( 1 - 1 / (distance+1)); //else { transform.position = startPosition + (Vector3)(Vector2)(cam.transform.position - startPosition) * (1 - 1 / ((distance / 10f) + 1)); if (pixelSnap) { PixelPerfectCamera.SnapToPix(transform); } //} //UnityEditor.EditorUtility.SetDirty( gameObject ); }
void LateUpdate() { #if UNITY_EDITOR if (!UnityEditor.EditorApplication.isPlaying) { if (UnityEditor.SceneView.lastActiveSceneView != null && editorShowMesh && (tileX || tileY)) { DrawMeshes(UnityEditor.SceneView.lastActiveSceneView.camera); } return; } #endif if (cam == null) { cam = Camera.main; if (cam == null) { return; } } if (!isFading && fadeQueue != null) { StartCoroutine(FadeSpritesCoroutine(fadeQueue.sprite, fadeQueue.tileX, fadeQueue.tileY, fadeQueue.tileXAmount, fadeQueue.tileYAmount, fadeQueue.time)); fadeQueue = null; } transform.position = startPos + (Vector3)((Vector2)cam.transform.position - (Vector2)startPos + _offset) * ratio; if (pixelSnap) { PixelPerfectCamera.SnapToPix(transform); } if (tileX || tileY) { DrawMeshes(cam); } }