
1.导入URP
2.配置了URP
3.导入Dotween
4.导入Odin
5.导入了InputSystem
6.设置项目为新旧输入系统并用
7.导入了FunGus
8.创建了一些空文件夹
我是每日提醒上班小助手,今天你上班了吗?😺
85 lines
3.5 KiB
C#
85 lines
3.5 KiB
C#
// This code is part of the Fungus library (https://github.com/snozbot/fungus)
|
||
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
|
||
|
||
using UnityEngine;
|
||
|
||
namespace Fungus
|
||
{
|
||
/// <summary>
|
||
/// 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.
|
||
/// </summary>
|
||
public class Parallax : MonoBehaviour
|
||
{
|
||
/// <summary>
|
||
/// The background sprite which this sprite is layered on top of.
|
||
/// The position of this sprite is used to calculate the parallax offset.
|
||
/// </summary>
|
||
[SerializeField] protected SpriteRenderer backgroundSprite;
|
||
|
||
/// <summary>
|
||
/// Scale factor for calculating the parallax offset.
|
||
/// </summary>
|
||
[SerializeField] protected Vector2 parallaxScale = new Vector2(0.25f, 0f);
|
||
|
||
/// <summary>
|
||
/// Scale factor for calculating parallax offset based on device accelerometer tilt angle.
|
||
/// Set this to 0 to disable the accelerometer parallax effect.
|
||
/// </summary>
|
||
[SerializeField] protected 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;
|
||
}
|
||
}
|
||
}
|