2022-07-20 17:04:21 +08:00
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/*
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zlib License
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2023-02-14 20:05:31 +08:00
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跳出一方天地 (C) 2022-2023 Lucas
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2022-07-20 17:04:21 +08:00
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1.The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BackgroundMovementController : MonoBehaviour
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{
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public GameObject backgroundObject;
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private GameObject backgroundObject1;
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private GameObject backgroundObject2;
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// Update: Triple moving background -> boundless transform
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private GameObject backgroundObject3;
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private float distance;
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private Rigidbody2D brg2D1;
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private Rigidbody2D brg2D2;
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private Rigidbody2D brg2D3;
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public float speed;
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private float leftBound;
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// Start is called before the first frame update
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void Start()
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{
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backgroundObject1 = Instantiate(backgroundObject);
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backgroundObject2 = Instantiate(backgroundObject);
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backgroundObject3 = Instantiate(backgroundObject);
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2022-07-20 17:04:21 +08:00
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brg2D1 = backgroundObject1.GetComponent<Rigidbody2D>();
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brg2D2 = backgroundObject2.GetComponent<Rigidbody2D>();
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brg2D3 = backgroundObject3.GetComponent<Rigidbody2D>();
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Vector2 speedVector = new(speed, 0);
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brg2D1.velocity = speedVector;
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brg2D2.velocity = speedVector;
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brg2D3.velocity = speedVector;
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Vector2 topLeft = Camera.main!.ViewportToWorldPoint(new Vector2(0, 1));
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leftBound = topLeft.x;
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var sRenderer = backgroundObject1.GetComponent<SpriteRenderer>();
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distance = sRenderer.bounds.extents.x * 2;
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var position = backgroundObject2.transform.position;
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position = new Vector3(position.x + distance,
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position.y, position.z);
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backgroundObject2.transform.position = position;
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position = new Vector3(position.x + distance,
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position.y, position.z);
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backgroundObject3.transform.position = position;
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}
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// Update is called once per frame
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void Update()
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{
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if (brg2D1.transform.position.x <= leftBound)
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{
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var position = brg2D3.transform.position;
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Vector3 newPosition = new(position.x + distance,
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position.y,
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position.z);
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brg2D1.transform.position = newPosition;
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}
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else if (brg2D2.transform.position.x <= leftBound)
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{
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var position = brg2D1.transform.position;
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Vector3 newPosition = new(position.x + distance,
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position.y,
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position.z);
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brg2D2.transform.position = newPosition;
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}
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else if (brg2D3.transform.position.x <= leftBound)
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{
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var position = brg2D2.transform.position;
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Vector3 newPosition = new(position.x + distance,
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position.y,
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position.z);
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brg2D3.transform.position = newPosition;
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}
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}
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}
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