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; // Vector3 startScale; Vector3 acceleration; Vector3 velocity; void Start () { // Store the starting position and scale of the sprite object startPosition = transform.position; // startScale = transform.localScale; } void Update () { Vector3 translation = Vector3.zero; // Apply parallax translation based on camera position relative to Room { 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 /* float roomSize = parentRoom.renderer.bounds.extents.y; float t = Camera.main.orthographicSize / roomSize ; float scale = Mathf.Lerp (zoomedInScale, zoomedOutScale, t); transform.localScale = startScale * scale; */ } } }