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 background sprite. * 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. * Accelerometer based parallax is also applied on devices that support it. */ public class Parallax : MonoBehaviour { /** * The background sprite which this sprite is layered on top of. * The position of this sprite is used to calculate the parallax offset. */ public SpriteRenderer backgroundSprite; /** * Scale factor for calculating the parallax offset. */ public Vector2 parallaxScale = new Vector2(0.25f, 0f); /** * 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; protected Vector3 startPosition; protected Vector3 acceleration; protected Vector3 velocity; protected virtual void Start () { // Store the starting position and scale of the sprite object startPosition = transform.position; // Default to using parent sprite as background if (backgroundSprite == null) { backgroundSprite = gameObject.GetComponentInParent(); } } protected virtual void Update () { if (backgroundSprite == null) { return; } Vector3 translation = Vector3.zero; // Apply parallax translation based on camera position relative to background sprite { Vector3 a = backgroundSprite.bounds.center; Vector3 b = Camera.main.transform.position; translation = (a - b); translation.x *= parallaxScale.x; translation.y *= parallaxScale.y; translation.z = 0; // TODO: Limit parallax offset to just outside the bounds of the background sprite } // 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; } } }