parallax effect v1.0
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GameObject:
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@ -4,15 +4,47 @@ using UnityEngine;
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public class Parallaxing : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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[SerializeField] private Vector2 parallaxEffectMultiplier;
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[SerializeField] private bool infiniteHorizontal;
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[SerializeField] private bool infiniteVertical;
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private Transform cameraTransform;
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Vector3 lastCameraPosition;
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private float textureUnitSizeX;
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private float textureUnitSizeY;
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{
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cameraTransform = Camera.main.transform;
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lastCameraPosition = cameraTransform.position;
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Sprite sprite = GetComponent<SpriteRenderer>().sprite;
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Texture2D texture = sprite.texture;
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}
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// Update is called once per frame
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void Update()
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private void LateUpdate()
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{
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Vector3 deltaMovement = cameraTransform.position - lastCameraPosition;
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transform.position += new Vector3(deltaMovement.x * parallaxEffectMultiplier.x, deltaMovement.y * parallaxEffectMultiplier.y);
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lastCameraPosition = cameraTransform.position;
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if(infiniteVertical)
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{
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if (Mathf.Abs(cameraTransform.position.x - transform.position.x) >= textureUnitSizeX)
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{
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float offsetPositionX = (cameraTransform.position.x - transform.position.x) % textureUnitSizeX;
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transform.position = new Vector3(cameraTransform.position.x + offsetPositionX, transform.position.y);
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}
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}
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if(infiniteHorizontal)
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{
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if (Mathf.Abs(cameraTransform.position.y - transform.position.y) >= textureUnitSizeY)
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{
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float offsetPositionY = (cameraTransform.position.y - transform.position.y) % textureUnitSizeY;
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transform.position = new Vector3(transform.position.x, cameraTransform.position.y + offsetPositionY);
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}
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}
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}
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}
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@ -4,30 +4,28 @@ using UnityEngine;
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public class CameraBehaviour : MonoBehaviour
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{
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[SerializeField]
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GameObject begrenzer;
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[SerializeField] GameObject limiter;
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[SerializeField]
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GameObject mouse;
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[SerializeField] GameObject mouse;
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[SerializeField]
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Transform cameraLock;
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[SerializeField] Transform cameraLock;
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[HideInInspector]
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public bool cameraLocked;
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[HideInInspector] public bool cameraLocked;
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// Update is called once per frame
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void Update()
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{
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if (mouse.transform.position.x > begrenzer.transform.position.x)
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/*if (mouse.transform.position.x > limiter.transform.position.x)
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{
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transform.position = new Vector3(mouse.transform.position.x, mouse.transform.position.y, -10);
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transform.position = new Vector3(transform.position.x, mouse.transform.position.y, -10);
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cameraLocked = false;
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}
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else
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{
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transform.position = new Vector3(cameraLock.transform.position.x, cameraLock.transform.position.y, -10);
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cameraLocked = true;
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}
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}*/
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transform.position = new Vector3(mouse.transform.position.x, -11, -10);
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}
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}
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|
@ -19,26 +19,22 @@ public class MouseController : MonoBehaviour
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public float jumpBufferLength;
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private float jumpBufferCounter;
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[HideInInspector]
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public bool isGrounded;
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[HideInInspector] public bool isGrounded;
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public Transform groundcheck;
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public float checkRadius;
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public LayerMask whatIsGround;
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PowerUps powerUps;
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public bool isFacingLeft;
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[HideInInspector] public bool isFacingLeft;
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private bool isShooting;
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[SerializeField]
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GameObject bullet;
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[SerializeField] GameObject bullet;
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[SerializeField]
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Transform bulletSpawnPos;
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[SerializeField] Transform bulletSpawnPos;
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[SerializeField]
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private float shootDelay = 0.5f;
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[SerializeField] private float shootDelay = 0.5f;
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void Start()
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{
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@ -152,7 +148,7 @@ public class MouseController : MonoBehaviour
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if (! HasReachedTV(acceleration))
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{
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int oldSign = Math.Sign(rb.velocity.x);
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rb.velocity += new Vector2(acceleration * Time.fixedDeltaTime, 0);
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rb.velocity += new Vector2(acceleration, 0);
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if (HasReachedTV(acceleration))
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rb.velocity = new Vector2(Math.Sign(rb.velocity.x) * speed, rb.velocity.y);
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Loading…
x
Reference in New Issue
Block a user