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 parent Room.
* 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.
*/
public class Parallax : MonoBehaviour
{
/**
* Scale factor for calculating the parallax offset.
*/
public Vector2 parallaxScale = new Vector2(0.25f, 0f);
/**
* Scale factor when camera is zoomed out to show the full Room.
* This will typically be set to 1 to show the sprite at normal size.
*/
public float zoomedOutScale = 1f;
/**
* Scale factor when camera is fully zoomed in on Room.
* Setting this to a value greater than 1 will give a 'dolly zoom' effect when zooming in.
*/
public float zoomedInScale = 1f;
Vector3 startPosition;
Vector3 startScale;
Room parentRoom;
void Start ()
{
// Store the starting position and scale of the sprite object
startPosition = transform.position;
startScale = transform.localScale;
// Store a reference to the parent Room object
Transform ancestor = transform.parent;
while (ancestor != null)
{
Room room = ancestor.GetComponent<Room>();
if (room != null)
{
parentRoom = room;
break;
}
ancestor = ancestor.transform.parent;
}
}
void Update ()
{
if (parentRoom == null)
{
// Don't apply offset if the sprite is not a child of a Room
return;
}
if (Game.GetInstance().activeRoom != parentRoom)
{
// Early out if this sprite is not in the currently active Room
return;
}
// Set new position for sprite
Vector3 a = parentRoom.transform.position;
Vector3 b = Camera.main.transform.position;
Vector3 offset = (a - b);
offset.x *= parallaxScale.x;
offset.y *= parallaxScale.y;
transform.position = startPosition + offset;
// Set new scale for sprite
float roomSize = parentRoom.renderer.bounds.extents.y;
float t = Camera.main.orthographicSize / roomSize ;
float scale = Mathf.Lerp (zoomedInScale, zoomedOutScale, t);
transform.localScale = startScale * scale;
}
}
}