public void SetUpBackground() { var count = backgroundLayerParameters.Length; layerUVs = new ScrollUV[count]; // controls layer star size backgroundLayerParameters.ToList().ForEach(param => param.size.ControlRange()); // loops through all of the layer parameters for (int i = 0; i < count; i++) { // creates layer object inside this hierarchy var layer = Instantiate(quadPrefab, new Vector3(0, 0, i), transform.rotation, transform); layer.name = $@"Layer {i + 1}"; layerUVs[i] = layer.GetComponent <ScrollUV>(); // sets texture of the cutout material and parallax multiplier of the quad layerUVs[i].texture = SetUpLayer(backgroundLayerParameters[i]); layerUVs[i].parallax = backgroundLayerParameters[i].parallaxEffect; } // instantiates static background var tempBackground = Instantiate(background, new Vector3(0, 0, count + 1), transform.rotation, transform); tempBackground.name = "Background"; backgroundUV = tempBackground.GetComponent <ScrollUV>(); backgroundUV.parallax = 0f; }
void Start() { gameManager = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameManager>(); uvOffset = GameObject.Find("StarFieldFG").GetComponent <ScrollUV>(); }