diff --git a/Assets/Scripts/Parallax/ParallaxLayer.cs b/Assets/Scripts/Parallax/ParallaxLayer.cs index 0db4b57..44796ce 100644 --- a/Assets/Scripts/Parallax/ParallaxLayer.cs +++ b/Assets/Scripts/Parallax/ParallaxLayer.cs @@ -12,11 +12,13 @@ public class ParallaxLayer : MonoBehaviour { #region Inspector + [Tooltip("An order of the ParllaxLayer in Z direction.")] public int depthOrder = 0; - [Tooltip("Скорость с которой движется объект, на котурую влияет еще общая скорость параллакса.")] + [Tooltip("Speed used to parallax the background which is also affected by ReferenceSpeed")] public float horizontalSpeed = 0f; + [Tooltip("Repeat the background sprite horizontally.")] public bool repeatBackground = true; #endregion diff --git a/Assets/Scripts/Parallax/ParallaxManager.cs b/Assets/Scripts/Parallax/ParallaxManager.cs index cb29400..077265b 100644 --- a/Assets/Scripts/Parallax/ParallaxManager.cs +++ b/Assets/Scripts/Parallax/ParallaxManager.cs @@ -6,14 +6,33 @@ namespace m039.Parallax { public interface IParallaxManager { + /// + /// Align all ParallaxLayers with the target. + /// + /// is the object which position will be used by ParallaxLayers. void Follow(Transform target); + /// + /// Align all ParallaxLayers with this position. + /// + /// this position will be used by ParallaxLayers void Follow(Vector2 position); + /// + /// The default speed which is used by all ParallaxLayers. + /// float ReferenceSpeed { get; } + /// + /// The position to align with. + /// Vector2 GetFollowPosition(); + /// + /// Get Z position for ParallaxLayer. + /// + /// the order of a layer by which will be calculated Z position + /// calculated Z position float GetDepth(int depthOrder); } @@ -72,7 +91,7 @@ public static IParallaxManager Instance #region Inspector - [Tooltip("Общая скорость для всех объектов, использующие параллакс.")] + [Tooltip("Common speed for all ParallaxLayers.")] public float referenceSpeed = 2; #endregion