// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)

using UnityEngine;

namespace Fungus
{
    /// <summary>
    /// 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.
    /// </summary>
    public class Parallax : MonoBehaviour 
    {
        /// <summary>
        /// The background sprite which this sprite is layered on top of.
        /// The position of this sprite is used to calculate the parallax offset.
        /// </summary>
        [SerializeField] protected SpriteRenderer backgroundSprite;

        /// <summary>
        /// Scale factor for calculating the parallax offset.
        /// </summary>
        [SerializeField] protected Vector2 parallaxScale = new Vector2(0.25f, 0f);

        /// <summary>
        /// Scale factor for calculating parallax offset based on device accelerometer tilt angle.
        /// Set this to 0 to disable the accelerometer parallax effect.
        /// </summary>
        [SerializeField] protected 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<SpriteRenderer>();
            }
        }

        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;
        }
    }
}