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using UnityEngine;
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using System.Collections;
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namespace Fungus
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{
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/**
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* Attach this component to a sprite object to apply a simple parallax scrolling effect.
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* The horizontal and vertical parallax offset is calculated based on the distance from the camera to the position of the background sprite.
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* The scale parallax is calculated based on the ratio of the camera size to the size of the background sprite. This gives a 'dolly zoom' effect.
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* Accelerometer based parallax is also applied on devices that support it.
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*/
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public class Parallax : MonoBehaviour
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{
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/**
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* The background sprite which this sprite is layered on top of.
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* The position of this sprite is used to calculate the parallax offset.
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*/
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public SpriteRenderer backgroundSprite;
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/**
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* Scale factor for calculating the parallax offset.
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*/
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public Vector2 parallaxScale = new Vector2(0.25f, 0f);
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/**
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* Scale factor for calculating parallax offset based on device accelerometer tilt angle.
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* Set this to 0 to disable the accelerometer parallax effect.
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*/
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public float accelerometerScale = 0.5f;
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protected Vector3 startPosition;
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protected Vector3 acceleration;
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protected Vector3 velocity;
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protected virtual void Start ()
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{
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// Store the starting position and scale of the sprite object
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startPosition = transform.position;
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// Default to using parent sprite as background
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if (backgroundSprite == null)
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{
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backgroundSprite = gameObject.GetComponentInParent<SpriteRenderer>();
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}
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}
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protected virtual void Update ()
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{
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if (backgroundSprite == null)
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{
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return;
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}
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Vector3 translation = Vector3.zero;
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// Apply parallax translation based on camera position relative to background sprite
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{
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Vector3 a = backgroundSprite.bounds.center;
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Vector3 b = Camera.main.transform.position;
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translation = (a - b);
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translation.x *= parallaxScale.x;
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translation.y *= parallaxScale.y;
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translation.z = 0;
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// TODO: Limit parallax offset to just outside the bounds of the background sprite
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}
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// Apply parallax translation based on device accelerometer
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if (SystemInfo.supportsAccelerometer)
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{
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float maxParallaxScale = Mathf.Max(parallaxScale.x, parallaxScale.y);
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// The accelerometer data is quite noisy, so we apply smoothing to even it out.
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acceleration = Vector3.SmoothDamp(acceleration, Input.acceleration, ref velocity, 0.1f);
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// Assuming a 45 degree "neutral position" when holding a mobile device
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Vector3 accelerometerOffset = Quaternion.Euler(45, 0, 0) * acceleration * maxParallaxScale * accelerometerScale;
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translation += accelerometerOffset;
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}
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transform.position = startPosition + translation;
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}
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}
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}
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