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