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Added accelerometer based parallax on mobile devices

master
chrisgregan 11 years ago
parent
commit
58266cfa8d
  1. 40
      Assets/Fungus/Scripts/Parallax.cs

40
Assets/Fungus/Scripts/Parallax.cs

@ -7,6 +7,7 @@ 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
{
@ -27,9 +28,18 @@ namespace Fungus
*/
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;
Vector3 startScale;
Vector3 acceleration;
Vector3 velocity;
Room parentRoom;
void Start ()
@ -66,13 +76,29 @@ namespace Fungus
return;
}
// Set new position for sprite
Vector3 a = parentRoom.transform.position;
Vector3 b = Camera.main.transform.position;
Vector3 offset = (a - b);
offset.x *= parallaxScale.x;
offset.y *= parallaxScale.y;
transform.position = startPosition + offset;
Vector3 translation = Vector3.zero;
// Apply parallax translation based on camera position relative to Room
{
Vector3 a = parentRoom.transform.position;
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
float roomSize = parentRoom.renderer.bounds.extents.y;

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