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| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | |
| | | public class ParallexEffect : MonoBehaviour |
| | | { |
| | | public Camera cam; |
| | | public Transform followTarget; |
| | | |
| | | // Starting position for the parallax game object |
| | | Vector2 startingPosition; |
| | | |
| | | // Start Z value of the parallax game object |
| | | float startingZ; |
| | | // Start Y value of the parallax game object |
| | | float startingY; |
| | | |
| | | Vector2 camMoveSinceStart => (Vector2) cam.transform.position - startingPosition; |
| | | |
| | | float zDistanceFromTarget => transform.position.z - followTarget.transform.position.z; |
| | | float clippingPlane => (cam.transform.position.z + (zDistanceFromTarget > 0 ? cam.farClipPlane : cam.nearClipPlane)); |
| | | |
| | | float parallaxFactor => Mathf.Abs(zDistanceFromTarget) / clippingPlane; |
| | | |
| | | // Start is called before the first frame update |
| | | void Start() |
| | | { |
| | | startingPosition = transform.position; |
| | | startingZ = transform.position.z; |
| | | startingY = transform.position.y; |
| | | |
| | | } |
| | | |
| | | // Update is called once per frame |
| | | void Update() |
| | | { |
| | | Vector2 newPosition = startingPosition + camMoveSinceStart * parallaxFactor; |
| | | |
| | | transform.position = new Vector3(newPosition.x, startingY, startingZ); |
| | | } |
| | | } |
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| | |
| | | using System.ComponentModel.Design; |
| | | using UnityEngine; |
| | | using UnityEngine.InputSystem; |
| | | |
| | | [RequireComponent(typeof(Rigidbody2D))] |
| | | public class PlayerController : MonoBehaviour |
| | | { |
| | | public float moveSpeed = 5f; |
| | | public float maxFallSpeed = -20f; |
| | | Vector2 moveInput; |
| | | |
| | | public bool IsMoving { get; private set; } |
| | | |
| | | Rigidbody2D rb; |
| | | |
| | | private void Awake() |
| | | { |
| | | rb = GetComponent<Rigidbody2D>(); |
| | | } |
| | | |
| | | // Start is called before the first frame update |
| | | void Start() |
| | | { |
| | | |
| | | } |
| | | |
| | | // Update is called once per frame |
| | | void Update() |
| | | { |
| | | |
| | | } |
| | | |
| | | private void FixedUpdate() |
| | | { |
| | | if (moveInput.y == 0) |
| | | { |
| | | if (rb.velocity.y <= maxFallSpeed) |
| | | { |
| | | // max fall speed, dont accelerate more |
| | | rb.velocity = new Vector2(moveInput.x * moveSpeed, maxFallSpeed); |
| | | } |
| | | else |
| | | { |
| | | // normal fall |
| | | rb.velocity = new Vector2(moveInput.x * moveSpeed, rb.velocity.y); |
| | | } |
| | | } |
| | | else |
| | | { |
| | | if (rb.velocity.y < 0 && moveInput.y > 0) |
| | | { |
| | | // falling but moving upwards |
| | | rb.velocity = new Vector2(moveInput.x * moveSpeed, (moveInput.y * moveSpeed) + rb.velocity.y); |
| | | } |
| | | else |
| | | { |
| | | // moving upwards no falling |
| | | rb.velocity = new Vector2(moveInput.x * moveSpeed, (moveInput.y * moveSpeed)); |
| | | } |
| | | } |
| | | } |
| | | |
| | | public void OnMove(InputAction.CallbackContext context) |
| | | { |
| | | moveInput = context.ReadValue<Vector2>(); |
| | | |
| | | IsMoving = moveInput != Vector2.zero; |
| | | |
| | | } |
| | | } |
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| | | "name": "PlayerInputActions", |
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| | | "type": "Value", |
| | | "id": "a84a4dd3-02c8-46fe-aead-f633f88ba867", |
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| | | "type": "Button", |
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| | | --- !u!114 &17 |
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| | | --- !u!114 &18 |
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