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path: root/Assets/Scripts/InfiniteBackground.cs
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using System.Collections;
using UnityEngine;

public class InfiniteBackground : MonoBehaviour
{
    [SerializeField] GameObject cam;
    [SerializeField] float parallaxEffect = 0.3f;

    internal Vector2 pos;
    internal float spriteExtentX;

    void Start()
    {
        Vector2 pos = transform.position;
        spriteExtentX = GetComponent<SpriteRenderer>().bounds.size.x / 2;
    }

    void FixedUpdate()
    {
        float camExtentX = Camera.main.orthographicSize * Screen.width / Screen.height;
        float newPosX = pos.x + (cam.transform.position.x * parallaxEffect);

        if (newPosX + spriteExtentX <= Camera.main.transform.position.x + camExtentX)
        {
            var clone = Instantiate(this.gameObject);
            clone.transform.position = new Vector3(newPosX + spriteExtentX, transform.position.y, transform.position.z);
        }
        else if (newPosX - spriteExtentX >= Camera.main.transform.position.x - camExtentX)
        {
            var clone = Instantiate(gameObject);
            clone.transform.position = new Vector3(newPosX - spriteExtentX, transform.position.y, transform.position.z);
        }

        transform.position = new Vector3(newPosX, transform.position.y, transform.position.z);
    }

    void OnBecameInvisible()
    {
        Destroy(gameObject);
    }
}