Finalize normalized movement settings
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@@ -1,9 +1,10 @@
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using UnityEngine;
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using AppleHills.Core.Settings;
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namespace Utils
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{
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/// <summary>
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/// Utility methods for working with SpriteRenderers.
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/// Utility methods for working with SpriteRenderers and game mechanics.
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/// </summary>
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public static class AppleHillsUtils
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{
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@@ -28,5 +29,43 @@ namespace Utils
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to.enabled = true;
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to.transform.localScale = from.transform.localScale;
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}
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/// <summary>
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/// Calculates a normalized movement speed value that's consistent across different screen sizes
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/// and applies the current time delta
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/// </summary>
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/// <param name="normalizedSpeed">The base normalized speed value</param>
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/// <returns>The actual movement amount to apply per frame</returns>
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public static float CalculateNormalizedMovementSpeed(float normalizedSpeed)
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{
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// Get settings for reference height
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var settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
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if (settings == null)
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{
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Debug.LogWarning("[AppleHillsUtils] Could not get settings, using default reference height");
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return CalculateNormalizedMovementSpeed(normalizedSpeed, 1080f);
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}
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return CalculateNormalizedMovementSpeed(normalizedSpeed, settings.ReferenceScreenHeight);
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}
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/// <summary>
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/// Calculates a normalized movement speed value that's consistent across different screen sizes
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/// and applies the current time delta
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/// </summary>
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/// <param name="normalizedSpeed">The base normalized speed value</param>
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/// <param name="referenceScreenHeight">Reference screen height for normalization (typically 1080)</param>
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/// <returns>The actual movement amount to apply per frame</returns>
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public static float CalculateNormalizedMovementSpeed(float normalizedSpeed, float referenceScreenHeight)
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{
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// Calculate the screen normalization factor
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float screenNormalizationFactor = Screen.height / referenceScreenHeight;
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// Apply time delta for frame rate independence
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float frameAdjustedSpeed = normalizedSpeed * Time.deltaTime;
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// Apply screen normalization
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return frameAdjustedSpeed * screenNormalizationFactor;
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}
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}
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}
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