using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class BGScrollData
{
public Renderer RenderForScroll;
public float Speed;
public float OffsetX;
}
public class BGScroller : MonoBehaviour
{
[SerializeField]
BGScrollData[] ScrollDatas;
// // Start is called before the first frame update
void Start()
{
}
// // Update is called once per frame
void Update()
{
UpdateScroll();
}
void UpdateScroll()
{
for(int i = 0; i < ScrollDatas.Length; i++)
{
SetTexturOffset(ScrollDatas[i]);
}
}
void SetTexturOffset(BGScrollData scrollData)
{
scrollData.OffsetX += (float)(scrollData.Speed) * Time.deltaTime;
if (scrollData.OffsetX > 1)
scrollData.OffsetX = scrollData.OffsetX % 1.0f;
Vector2 Offset = new Vector2(scrollData.OffsetX, 0);
scrollData.RenderForScroll.material.SetTextureOffset("_MainTex", Offset);
}
}
I just started studying UNI.T. By the way, while studying background scroll,
void SetTexturOffset (BGScrollData)
{
scrollData.OffsetX += (float)(scrollData.Speed) * Time.deltaTime;
if (scrollData.OffsetX > 1)
scrollData.OffsetX = scrollData.OffsetX % 1.0f;
Vector2 Offset = new Vector2(scrollData.OffsetX, 0);
scrollData.RenderForScroll.material.SetTextureOffset("_MainTex", Offset);
}
If a string other than "_MainTex" is included as a parameter of SetTextureOffset at the end, an error occurs. The instructor didn't explain why I chose that string.Let me ask you a questionㅠ<
unity c#
SetTextureOffset's "_MainTex" is a parameter that represents the method according to the texture type
Perhaps in that lecture, you can see that you scroll through the background using the default metal
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