An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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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<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;
}
}
}