public static float WIDTH = 4.0f;//一个背景的宽度
public static int MODEL_NUM = 3;//背景个数
private Vector3 initial_position;
#endregion
// Use this for initialization
void Start () {
initial_position = transform.position;//跟预设的场景一样比例的关键
}
// Update is called once per frame
void Update () {
float total_width = FloorControl.WIDTH * FloorControl.MODEL_NUM;//所有背景一起的宽度
Vector3 floor_position = transform.position;//跟随背景
Vector3 camera_position = Camera.main.transform.position;//被跟随物体
float dist = camera_position.x - initial_position.x;//预设时的距离比例
int n = Mathf.FloorToInt(dist / total_width+0.5f);//初始位置和现在被跟随物体的倍数比例。+0.5根据超过多少距离按情况算,
floor_position.x =initial_position.x + total_width * n;//初始距离+被跟随物体移动的倍数
public static int MODEL_NUM = 3;//背景个数
private Vector3 initial_position;
#endregion
// Use this for initialization
void Start () {
initial_position = transform.position;//跟预设的场景一样比例的关键
}
// Update is called once per frame
void Update () {
float total_width = FloorControl.WIDTH * FloorControl.MODEL_NUM;//所有背景一起的宽度
Vector3 floor_position = transform.position;//跟随背景
Vector3 camera_position = Camera.main.transform.position;//被跟随物体
float dist = camera_position.x - initial_position.x;//预设时的距离比例
int n = Mathf.FloorToInt(dist / total_width+0.5f);//初始位置和现在被跟随物体的倍数比例。+0.5根据超过多少距离按情况算,
floor_position.x =initial_position.x + total_width * n;//初始距离+被跟随物体移动的倍数
transform.position = floor_position;
挂在背景上