An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using System.Collections;
namespace Fungus
{
/**
* Attach this component to a sprite object to apply a simple parallax scrolling effect.
* The horizontal and vertical parallax offset is calculated based on the distance from the camera to the position of the parent Room.
* The scale parallax is calculated based on the ratio of the camera size to the size of the Room. This gives a 'dolly zoom' effect.
* Accelerometer based parallax may also be applied on devices that support it.
*/
public class Parallax : MonoBehaviour
{
/**
* Scale factor for calculating the parallax offset.
*/
public Vector2 parallaxScale = new Vector2(0.25f, 0f);
/**
* Scale factor when camera is zoomed out to show the full Room.
* This will typically be set to 1 to show the sprite at normal size.
*/
public float zoomedOutScale = 1f;
/**
* Scale factor when camera is fully zoomed in on Room.
* Setting this to a value greater than 1 will give a 'dolly zoom' effect when zooming in.
*/
public float zoomedInScale = 1f;
/**
* Scale factor for calculating parallax offset based on device accelerometer tilt angle.
* Set this to 0 to disable the accelerometer parallax effect.
*/
public float accelerometerScale = 0.5f;
Vector3 startPosition;
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// Vector3 startScale;
Vector3 acceleration;
Vector3 velocity;
void Start ()
{
// Store the starting position and scale of the sprite object
startPosition = transform.position;
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// startScale = transform.localScale;
}
void Update ()
{
Vector3 translation = Vector3.zero;
// Apply parallax translation based on camera position relative to Room
{
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Vector3 a = startPosition;
Vector3 b = Camera.main.transform.position;
translation = (a - b);
translation.x *= parallaxScale.x;
translation.y *= parallaxScale.y;
}
// Apply parallax translation based on device accelerometer
if (SystemInfo.supportsAccelerometer)
{
float maxParallaxScale = Mathf.Max(parallaxScale.x, parallaxScale.y);
// The accelerometer data is quite noisy, so we apply smoothing to even it out.
acceleration = Vector3.SmoothDamp(acceleration, Input.acceleration, ref velocity, 0.1f);
// Assuming a 45 degree "neutral position" when holding a mobile device
Vector3 accelerometerOffset = Quaternion.Euler(45, 0, 0) * acceleration * maxParallaxScale * accelerometerScale;
translation += accelerometerOffset;
}
transform.position = startPosition + translation;
// Set new scale for sprite
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/*
float roomSize = parentRoom.renderer.bounds.extents.y;
float t = Camera.main.orthographicSize / roomSize ;
float scale = Mathf.Lerp (zoomedInScale, zoomedOutScale, t);
transform.localScale = startScale * scale;
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*/
}
}
}