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