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How would I Change this paralax scrolling script from one that scrolls from left to right on the X axis to bottom to top on the Y axis?
I am trying to make a shoot em up game and I need the parallax scrolling for my space background to work, but I borrowed some code from a tutorial and it only works from left to right! I'm only a novice programmer (if even that) so I'd appreciate the help.
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/// <summary>
/// Parallax scrolling script that should be assigned to a layer
/// </summary>
public class ScrollingScript : MonoBehaviour
{
/// <summary>
/// Scrolling speed
/// </summary>
public Vector2 speed = new Vector2(10, 10);
/// <summary>
/// Moving direction
/// </summary>
public Vector2 direction = new Vector2(-1, 0);
/// <summary>
/// Movement should be applied to camera
/// </summary>
public bool isLinkedToCamera = false;
/// <summary>
/// 1 - Background is infinite
/// </summary>
public bool isLooping = false;
/// <summary>
/// 2 - List of children with a renderer.
/// </summary>
private List<Transform> backgroundPart;
// 3 - Get all the children
void Start()
{
// For infinite background only
if (isLooping)
{
// Get all the children of the layer with a renderer
backgroundPart = new List<Transform>();
for (int i = 0; i < transform.childCount; i++)
{
Transform child = transform.GetChild(i);
// Add only the visible children
if (child.renderer != null)
{
backgroundPart.Add(child);
}
}
// Sort by position.
// Note: Get the children from left to right.
// We would need to add a few conditions to handle
// all the possible scrolling directions.
backgroundPart = backgroundPart.OrderBy(
t => t.position.x
).ToList();
}
}
void Update()
{
// Movement
Vector3 movement = new Vector3(
speed.x * direction.x,
speed.y * direction.y,
0);
movement *= Time.deltaTime;
transform.Translate(movement);
// Move the camera
if (isLinkedToCamera)
{
Camera.main.transform.Translate(movement);
}
// 4 - Loop
if (isLooping)
{
// Get the first object.
// The list is ordered from left (x position) to right.
Transform firstChild = backgroundPart.FirstOrDefault();
if (firstChild != null)
{
// Check if the child is already (partly) before the camera.
// We test the position first because the IsVisibleFrom
// method is a bit heavier to execute.
if (firstChild.position.x < Camera.main.transform.position.x)
{
// If the child is already on the left of the camera,
// we test if it's completely outside and needs to be
// recycled.
if (firstChild.renderer.IsVisibleFrom(Camera.main) == false)
{
// Get the last child position.
Transform lastChild = backgroundPart.LastOrDefault();
Vector3 lastPosition = lastChild.transform.position;
Vector3 lastSize = (lastChild.renderer.bounds.max - lastChild.renderer.bounds.min);
// Set the position of the recyled one to be AFTER
// the last child.
// Note: Only work for horizontal scrolling currently.
firstChild.position = new Vector3(lastPosition.x + lastSize.x, firstChild.position.y, firstChild.position.z);
// Set the recycled child to the last position
// of the backgroundPart list.
backgroundPart.Remove(firstChild);
backgroundPart.Add(firstChild);
}
}
}
}
}
}
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