using UnityEngine;
using System.Collections;
public class ParallaxScrolling : MonoBehaviour
{
public Vector2 Velocity;
public Vector2 VerticalLimit;
public Vector2 HorizontalLimit;
public bool VerticalParallax;
RectTransform rectTransform;
void Start()
{
rectTransform = GetComponent<RectTransform>();
}
void Update()
{
rectTransform.anchoredPosition = rectTransform.anchoredPosition + Velocity / 60;
if (VerticalParallax)
{
if (rectTransform.anchoredPosition.x < VerticalLimit.x)
{
rectTransform.anchoredPosition = new Vector2(VerticalLimit.y, rectTransform.anchoredPosition.y);
}
else if (rectTransform.anchoredPosition.x > VerticalLimit.y)
{
rectTransform.anchoredPosition = new Vector2(VerticalLimit.x, rectTransform.anchoredPosition.y);
}
}
else
{
if (rectTransform.anchoredPosition.y < HorizontalLimit.x)
{
rectTransform.anchoredPosition = new Vector2(rectTransform.anchoredPosition.y, HorizontalLimit.x);
}
else if (rectTransform.anchoredPosition.y > HorizontalLimit.y)
{
rectTransform.anchoredPosition = new Vector2(rectTransform.anchoredPosition.y, HorizontalLimit.y);
}
}
}
}
using System.Collections;
public class ParallaxScrolling : MonoBehaviour
{
public Vector2 Velocity;
public Vector2 VerticalLimit;
public Vector2 HorizontalLimit;
public bool VerticalParallax;
RectTransform rectTransform;
void Start()
{
rectTransform = GetComponent<RectTransform>();
}
void Update()
{
rectTransform.anchoredPosition = rectTransform.anchoredPosition + Velocity / 60;
if (VerticalParallax)
{
if (rectTransform.anchoredPosition.x < VerticalLimit.x)
{
rectTransform.anchoredPosition = new Vector2(VerticalLimit.y, rectTransform.anchoredPosition.y);
}
else if (rectTransform.anchoredPosition.x > VerticalLimit.y)
{
rectTransform.anchoredPosition = new Vector2(VerticalLimit.x, rectTransform.anchoredPosition.y);
}
}
else
{
if (rectTransform.anchoredPosition.y < HorizontalLimit.x)
{
rectTransform.anchoredPosition = new Vector2(rectTransform.anchoredPosition.y, HorizontalLimit.x);
}
else if (rectTransform.anchoredPosition.y > HorizontalLimit.y)
{
rectTransform.anchoredPosition = new Vector2(rectTransform.anchoredPosition.y, HorizontalLimit.y);
}
}
}
}
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