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Paralax.cs
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Paralax.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
[Serializable]
public class BackGround
{
public Transform _backGround;
public float _damping = 0.5f;
}
public class Paralax : MonoBehaviour {
public enum Mode
{
Horizontal,
Vertical,
HorizontalAndVertical
}
public Mode parallaxMode;
public List<BackGround> _backGrounds;
private float[] scales;
private Transform cam;
private Vector3 previousCamPos;
private Vector3 position;
void Awake()
{
cam = Camera.main.transform;
}
void Start()
{
previousCamPos = cam.position;
scales = new float[_backGrounds.Count];
for (int i = 0; i < _backGrounds.Count; i++)
{
if (_backGrounds[i] != null) scales[i] = _backGrounds[i]._backGround.position.z * -1;
}
}
void Update()
{
for (int i = 0; i < _backGrounds.Count; i++)
{
if (_backGrounds[i] != null)
{
Vector3 parallax = (previousCamPos - cam.position) * scales[i];
switch (parallaxMode)
{
case Mode.Horizontal:
position = new Vector3(_backGrounds[i]._backGround.position.x + parallax.x,
_backGrounds[i]._backGround.position.y, _backGrounds[i]._backGround.position.z);
break;
case Mode.Vertical:
position = new Vector3(_backGrounds[i]._backGround.position.x,
_backGrounds[i]._backGround.position.y + parallax.y, _backGrounds[i]._backGround.position.z);
break;
case Mode.HorizontalAndVertical:
position = new Vector3(_backGrounds[i]._backGround.position.x + parallax.x,
_backGrounds[i]._backGround.position.y + parallax.y, _backGrounds[i]._backGround.position.z);
break;
}
_backGrounds[i]._backGround.position = Vector3.Lerp(_backGrounds[i]._backGround.position, position, _backGrounds[i]._damping * Time.deltaTime);
}
}
previousCamPos = cam.position;
}
}