using UnityEngine; using ERAGANX.Parallax2D.Core; using ERAGANX.Parallax2D.Runtime; using ERAGANX.Parallax2D.Layers; public sealed class GuideRuntimeLayers : MonoBehaviour { public Parallax2DManager manager; public Camera renderedCamera; public Sprite tileableSprite; public Parallax2DQualityController quality; private Parallax2DLayer hills; void Start() { if (!manager || !renderedCamera || !tileableSprite) return; manager.SetCamera(renderedCamera); hills = manager.AddLayer(tileableSprite, "Runtime Hills", LayerPlacement.Background); hills.SetSpeed(new Vector2(0.8f, 0.1f)); hills.sortingOrder = -80; hills.SetLooping(LoopAxes.Horizontal); hills.SetVisible(true); if (quality) quality.Refresh(); } public void ShowHills(bool show) { if (hills) hills.SetVisible(show); } public void RemoveHills() { if (manager && hills) manager.RemoveLayer(hills, destroyObject: true); hills = null; if (quality) quality.Refresh(); } }