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110 lines
3.3 KiB
110 lines
3.3 KiB
using UnityEngine; |
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using System.Collections; |
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namespace Fungus |
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{ |
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/** |
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* Attach this component to a sprite object to apply a simple parallax scrolling effect. |
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* The horizontal and vertical parallax offset is calculated based on the distance from the camera to the position of the parent Room. |
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* 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. |
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* Accelerometer based parallax may also be applied on devices that support it. |
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*/ |
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public class Parallax : MonoBehaviour |
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{ |
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/** |
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* Scale factor for calculating the parallax offset. |
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*/ |
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public Vector2 parallaxScale = new Vector2(0.25f, 0f); |
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/** |
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* Scale factor when camera is zoomed out to show the full Room. |
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* This will typically be set to 1 to show the sprite at normal size. |
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*/ |
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public float zoomedOutScale = 1f; |
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/** |
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* Scale factor when camera is fully zoomed in on Room. |
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* Setting this to a value greater than 1 will give a 'dolly zoom' effect when zooming in. |
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*/ |
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public float zoomedInScale = 1f; |
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/** |
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* Scale factor for calculating parallax offset based on device accelerometer tilt angle. |
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* Set this to 0 to disable the accelerometer parallax effect. |
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*/ |
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public float accelerometerScale = 0.5f; |
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Vector3 startPosition; |
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Vector3 startScale; |
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Vector3 acceleration; |
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Vector3 velocity; |
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Room parentRoom; |
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void Start () |
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{ |
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// Store the starting position and scale of the sprite object |
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startPosition = transform.position; |
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startScale = transform.localScale; |
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// Store a reference to the parent Room object |
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Transform ancestor = transform.parent; |
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while (ancestor != null) |
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{ |
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Room room = ancestor.GetComponent<Room>(); |
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if (room != null) |
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{ |
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parentRoom = room; |
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break; |
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} |
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ancestor = ancestor.transform.parent; |
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} |
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} |
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void Update () |
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{ |
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if (parentRoom == null) |
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{ |
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// Don't apply offset if the sprite is not a child of a Room |
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return; |
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} |
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if (Game.GetInstance().activeRoom != parentRoom) |
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{ |
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// Early out if this sprite is not in the currently active Room |
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return; |
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} |
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Vector3 translation = Vector3.zero; |
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// Apply parallax translation based on camera position relative to Room |
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{ |
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Vector3 a = parentRoom.transform.position; |
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Vector3 b = Camera.main.transform.position; |
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translation = (a - b); |
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translation.x *= parallaxScale.x; |
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translation.y *= parallaxScale.y; |
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} |
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// Apply parallax translation based on device accelerometer |
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if (SystemInfo.supportsAccelerometer) |
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{ |
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float maxParallaxScale = Mathf.Max(parallaxScale.x, parallaxScale.y); |
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// The accelerometer data is quite noisy, so we apply smoothing to even it out. |
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acceleration = Vector3.SmoothDamp(acceleration, Input.acceleration, ref velocity, 0.1f); |
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// Assuming a 45 degree "neutral position" when holding a mobile device |
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Vector3 accelerometerOffset = Quaternion.Euler(45, 0, 0) * acceleration * maxParallaxScale * accelerometerScale; |
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translation += accelerometerOffset; |
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} |
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transform.position = startPosition + translation; |
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// Set new scale for sprite |
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float roomSize = parentRoom.renderer.bounds.extents.y; |
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float t = Camera.main.orthographicSize / roomSize ; |
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float scale = Mathf.Lerp (zoomedInScale, zoomedOutScale, t); |
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transform.localScale = startScale * scale; |
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} |
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} |
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}
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