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82 lines
2.7 KiB
82 lines
2.7 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 background sprite. |
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* 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. |
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* Accelerometer based parallax is also 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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* The background sprite which this sprite is layered on top of. |
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* The position of this sprite is used to calculate the parallax offset. |
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*/ |
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public SpriteRenderer backgroundSprite; |
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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 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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protected Vector3 startPosition; |
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protected Vector3 acceleration; |
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protected Vector3 velocity; |
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protected virtual 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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// Default to using parent sprite as background |
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if (backgroundSprite == null) |
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{ |
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backgroundSprite = gameObject.GetComponentInParent<SpriteRenderer>(); |
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} |
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} |
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protected virtual void Update () |
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{ |
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if (backgroundSprite == null) |
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{ |
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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 background sprite |
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{ |
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Vector3 a = backgroundSprite.bounds.center; |
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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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translation.z = 0; |
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// TODO: Limit parallax offset to just outside the bounds of the background sprite |
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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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} |
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} |
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}
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