From 575af36b9ec3d3c39ffb027c13c5a9bd0b369f97 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Sat, 05 Apr 2025 17:44:41 +0000
Subject: [PATCH] #47 background transition based on y-level

---
 Assets/BackgroundManager.cs |  180 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 1 files changed, 180 insertions(+), 0 deletions(-)

diff --git a/Assets/BackgroundManager.cs b/Assets/BackgroundManager.cs
new file mode 100644
index 0000000..2722ba7
--- /dev/null
+++ b/Assets/BackgroundManager.cs
@@ -0,0 +1,180 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class BackgroundManager : MonoBehaviour
+{
+    [System.Serializable]
+    public class BackgroundLayer
+    {
+        public float yThreshold;
+        public Sprite backgroundSprite;
+        public float transitionDistance = 3f; // Distance over which the transition occurs
+        [Range(0f, 1f)] public float parallaxEffect = 0.5f;
+    }
+
+    [SerializeField] private SpriteRenderer spriteRenderer;
+    [SerializeField] private SpriteRenderer transitionRenderer; // Add this field
+    [SerializeField] private BackgroundLayer[] backgroundLayers;
+    [SerializeField] private Transform playerTransform; // Add this field
+    private bool isTransitioning = false; // Add this field
+
+    private Transform cameraTransform;
+    private Vector3 lastCameraPosition;
+    private int currentLayerIndex = 0;
+    private float startPositionX;
+
+    private float lastUpdatePlayerY = 0f; // Track the last Y position of the player
+    private bool isMovingUp = false; // Track if the player is moving up
+
+    private void Start()
+    {
+        cameraTransform = Camera.main.transform;
+        lastCameraPosition = cameraTransform.position;
+        
+        if (spriteRenderer == null)
+            spriteRenderer = GetComponent<SpriteRenderer>();
+
+        // Set initial background based on player position
+        if (backgroundLayers != null && backgroundLayers.Length > 0)
+        {
+            float playerY = playerTransform.position.y;
+            int initialLayerIndex = 0;
+
+            // Find the correct background layer for the player's position
+            for (int i = 0; i < backgroundLayers.Length; i++)
+            {
+                if (playerY > backgroundLayers[i].yThreshold)
+                {
+                    initialLayerIndex = i;
+                    break;
+                }
+            }
+
+            spriteRenderer.sprite = backgroundLayers[initialLayerIndex].backgroundSprite;
+            currentLayerIndex = initialLayerIndex;
+        }
+
+        if (transitionRenderer == null)
+        {
+            var transitionObj = new GameObject("TransitionLayer");
+            transitionObj.transform.parent = transform;
+            transitionObj.transform.localPosition = new Vector3(0, 0, -2); // Set Z to -2
+            transitionObj.transform.localScale = Vector3.one; // Match scale
+            transitionRenderer = transitionObj.AddComponent<SpriteRenderer>();
+            transitionRenderer.sortingOrder = spriteRenderer.sortingOrder + 1;
+            transitionRenderer.sortingLayerName = spriteRenderer.sortingLayerName; // Match background layer
+        }
+        transitionRenderer.color = new Color(1, 1, 1, 0); // Start fully transparent
+    }
+
+    private void Update()
+    {
+        // Calculate parallax movement
+        Vector3 cameraDelta = cameraTransform.position - lastCameraPosition;
+        Vector3 newPosition = transform.position;
+
+
+        // Update X position with parallax
+        float parallaxX = (cameraTransform.position.x - startPositionX) * GetCurrentParallaxEffect();
+        newPosition.x = startPositionX + parallaxX;
+
+        // Update Y position to follow camera
+        newPosition.y = cameraTransform.position.y;
+
+        transform.position = newPosition;
+
+        // Check for background change
+        float currentY = cameraTransform.position.y;
+        int newLayerIndex = currentLayerIndex;
+
+        for (int i = 0; i < backgroundLayers.Length; i++)
+        {
+            if (currentY > backgroundLayers[i].yThreshold)
+            {
+                newLayerIndex = i;
+                break;
+            }
+        }
+
+        if (newLayerIndex != currentLayerIndex && !isTransitioning) // Add transition check
+        {
+            StartCoroutine(TransitionBackground(backgroundLayers[newLayerIndex]));
+            currentLayerIndex = newLayerIndex;
+        }
+
+        lastCameraPosition = cameraTransform.position;
+        float lastUpdatePlayerYRounded = Mathf.Round(lastUpdatePlayerY * 10) / 10;
+        float playerYRounded = Mathf.Round(playerTransform.position.y * 10) / 10;
+        if (lastUpdatePlayerYRounded != playerYRounded) // Check if player has moved
+        {
+            if (lastUpdatePlayerYRounded > playerYRounded) // Check if player is moving down
+            {
+                isMovingUp = false;
+            }
+            else if (lastUpdatePlayerYRounded < playerYRounded) // Check if player is moving up
+            {
+                isMovingUp = true;
+            }
+            lastUpdatePlayerY = playerYRounded; // Update the last Y position
+        }
+
+    }
+
+    private float GetCurrentParallaxEffect()
+    {
+        if (backgroundLayers == null || backgroundLayers.Length == 0)
+            return 0.5f;
+        return backgroundLayers[currentLayerIndex].parallaxEffect;
+    }
+
+    private IEnumerator TransitionBackground(BackgroundLayer newLayer)
+    {
+        // Check if the transition is already in progress or if the new sprite is the same as the current one
+        if (isTransitioning || newLayer.backgroundSprite.name == spriteRenderer.sprite.name) yield break;
+        isTransitioning = true;
+
+        // Setup transition renderer
+        transitionRenderer.sprite = newLayer.backgroundSprite;
+        transitionRenderer.transform.localPosition = Vector3.zero;
+
+        bool initialMovingUp = isMovingUp; // Store the initial moving direction
+        float initialY = playerTransform.position.y;
+        //bool movingUp = playerTransform.position.y > initialY;
+
+        // Fade in new sprite over old one
+        while (true)
+        {
+            float currentY = playerTransform.position.y;
+
+            // Check if the direction has changed
+            if (initialMovingUp != isMovingUp && 
+                ((initialMovingUp ? initialY > currentY : initialY < currentY)
+                ))
+            {
+                transitionRenderer.color = new Color(1, 1, 1, 0);
+                isTransitioning = false;
+                yield break;
+            }
+
+            // Calculate the alpha based on the distance moved
+            float alpha = Mathf.Abs(currentY - initialY) / newLayer.transitionDistance;
+            transitionRenderer.color = new Color(1, 1, 1, Mathf.Clamp01(alpha));
+
+            // Check if transition is complete
+            if (alpha >= 1f)
+                break;
+
+            yield return null;
+        }
+
+        // Ensure the final alpha value is set correctly
+        transitionRenderer.color = new Color(1, 1, 1, 1);
+
+        // Switch the sprites
+        spriteRenderer.sprite = newLayer.backgroundSprite;
+        transitionRenderer.color = new Color(1, 1, 1, 0);
+
+        isTransitioning = false;
+    }
+}

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