Finalize the parallax work
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@@ -7,48 +7,27 @@ namespace Minigames.Airplane.Interactive
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/// <summary>
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/// Parallax element that adjusts position based on camera movement.
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/// Creates depth illusion by moving at different speeds for different layers.
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/// Continuously tracks active camera for seamless transitions.
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/// Configuration is provided by ParallaxBackgroundSpawner at initialization.
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/// IMPORTANT: Always calculates position relative to ORIGINAL spawn position and camera,
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/// ensuring deterministic behavior during camera blends and switches.
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/// </summary>
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public class ParallaxElement : MonoBehaviour
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{
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[Header("Layer Configuration")]
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[Tooltip("Which parallax layer this element belongs to")]
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[SerializeField] private ParallaxLayer layer = ParallaxLayer.Background;
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[Header("Parallax Settings")]
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[Tooltip("Global parallax strength multiplier (0 = no parallax, 1 = full)")]
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[SerializeField] private float globalStrength = 1f;
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[Tooltip("Per-layer parallax factors (Background/Middle/Foreground)")]
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[SerializeField] private float backgroundFactor = 0.3f;
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[SerializeField] private float middleFactor = 0.6f;
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[SerializeField] private float foregroundFactor = 0.9f;
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[Header("Debug")]
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[SerializeField] private bool showDebugLogs;
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// Runtime state (set by spawner via Initialize)
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private ParallaxLayer _layer;
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private float _layerSpeed;
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private float _globalStrength;
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// Current camera being tracked
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private Transform _cameraTransform;
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private Vector3 _startPosition;
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private float _startCameraX;
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// ORIGINAL spawn state - NEVER reset after initialization
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// This ensures objects return to spawn position when camera returns to spawn position
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private Vector3 _originalSpawnPosition;
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private float _originalCameraX;
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private bool _isInitialized;
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private void Awake()
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{
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// Ensure correct sort layer
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EnsureSortLayer();
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}
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private void Start()
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{
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_startPosition = transform.position;
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if (_cameraTransform != null)
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{
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_startCameraX = _cameraTransform.position.x;
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_isInitialized = true;
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}
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}
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private void Update()
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{
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if (!_isInitialized || _cameraTransform == null) return;
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@@ -57,94 +36,69 @@ namespace Minigames.Airplane.Interactive
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}
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/// <summary>
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/// Set the parallax layer for this element.
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/// Initialize the parallax element with spawner-provided settings.
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/// Called by ParallaxBackgroundSpawner when spawning.
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/// Sets the ORIGINAL spawn position and camera position - these are never reset.
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/// IMPORTANT: Uses Camera.main for tracking to ensure smooth updates during Cinemachine blends.
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/// </summary>
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public void SetLayer(ParallaxLayer newLayer)
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public void Initialize(ParallaxLayer layer, float layerSpeed, float globalStrength, Transform cameraTransform)
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{
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layer = newLayer;
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EnsureSortLayer();
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_layer = layer;
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_layerSpeed = layerSpeed;
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_globalStrength = globalStrength;
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if (showDebugLogs)
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// ALWAYS use Camera.main for tracking - this ensures smooth updates during Cinemachine blends
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// Virtual cameras don't move during blends, but Camera.main does
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_cameraTransform = Camera.main != null ? Camera.main.transform : cameraTransform;
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// Store ORIGINAL spawn position - never reset
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_originalSpawnPosition = transform.position;
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if (_cameraTransform != null)
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{
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Logging.Debug($"[ParallaxElement] Layer set to {layer}");
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// Store ORIGINAL camera X - never reset
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_originalCameraX = _cameraTransform.position.x;
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_isInitialized = true;
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}
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}
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/// <summary>
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/// Set the camera transform to track.
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/// Call this when camera changes.
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/// Update the camera transform when camera changes.
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/// Called by ParallaxBackgroundSpawner when camera switches or blends.
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/// ONLY updates the camera reference - does NOT reset start position or camera X.
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/// This ensures parallax remains deterministic across camera switches.
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/// IMPORTANT: Always uses Camera.main to ensure smooth updates during blends.
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/// </summary>
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public void SetCameraTransform(Transform cameraTransform)
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public void UpdateCamera(Transform newCameraTransform)
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{
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if (cameraTransform == null) return;
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// ALWAYS use Camera.main for tracking - this ensures smooth updates during Cinemachine blends
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// We ignore the passed transform and always use Camera.main
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Transform mainCamera = Camera.main != null ? Camera.main.transform : newCameraTransform;
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// If camera changed, recalculate base position
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if (_cameraTransform != null && _cameraTransform != cameraTransform)
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{
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// Smooth transition: current world position becomes new start position
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_startPosition = transform.position;
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}
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if (mainCamera == null) return;
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_cameraTransform = cameraTransform;
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_startCameraX = _cameraTransform.position.x;
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// Simply update the camera reference - do NOT reset positions
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// The parallax will continue to calculate relative to original spawn state
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_cameraTransform = mainCamera;
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_isInitialized = true;
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if (showDebugLogs)
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{
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Logging.Debug($"[ParallaxElement] Camera set, starting camera X={_startCameraX:F2}");
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}
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}
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private void ApplyParallax()
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{
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// Calculate camera displacement from start
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float cameraDisplacement = _cameraTransform.position.x - _startCameraX;
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// Calculate camera displacement from ORIGINAL camera position
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// This ensures objects return to spawn position when camera returns to spawn position
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float cameraDisplacement = _cameraTransform.position.x - _originalCameraX;
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// Get layer-specific parallax factor
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float layerFactor = GetLayerFactor();
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// Calculate parallax offset - negative to move opposite direction
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// Lower speed = appears further away (moves less)
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// Camera moves right (+) → background moves left (-) at reduced speed
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float parallaxOffset = -cameraDisplacement * _layerSpeed * _globalStrength;
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// Calculate parallax offset (reduced displacement based on layer depth)
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float parallaxOffset = cameraDisplacement * layerFactor * globalStrength;
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// Apply offset to start position
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Vector3 newPosition = _startPosition;
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// Apply offset to ORIGINAL spawn position
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Vector3 newPosition = _originalSpawnPosition;
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newPosition.x += parallaxOffset;
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transform.position = newPosition;
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}
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private float GetLayerFactor()
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{
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return layer switch
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{
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ParallaxLayer.Background => backgroundFactor,
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ParallaxLayer.Middle => middleFactor,
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ParallaxLayer.Foreground => foregroundFactor,
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_ => 1f
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};
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}
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private void EnsureSortLayer()
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{
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SpriteRenderer spriteRenderer = GetComponentInChildren<SpriteRenderer>();
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if (spriteRenderer == null) return;
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// Sort layer is set by spawner, this is just a validation/fallback
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string expectedLayer = layer switch
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{
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ParallaxLayer.Background => "Background",
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ParallaxLayer.Middle => "Midground",
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ParallaxLayer.Foreground => "Foreground",
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_ => "Default"
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};
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if (spriteRenderer.sortingLayerName != expectedLayer)
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{
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if (showDebugLogs)
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{
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Logging.Debug($"[ParallaxElement] Adjusting sort layer to '{expectedLayer}' for {layer}");
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}
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}
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}
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}
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}
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