From ad8af928065a506d0d28f98d51222d7afa1f47e2 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Sat, 05 Apr 2025 14:55:22 +0000
Subject: [PATCH] #47 background rework (static with transitions)
---
Assets/Scripts/Managers/GameManager.cs | 2
Assets/Scenes/GameplayScene.unity | 118 +++++++++++++++++++++++
Assets/BackgroundManager.cs | 121 ++++++++++++++++++++++++
Assets/BackgroundManager.cs.meta | 11 ++
4 files changed, 248 insertions(+), 4 deletions(-)
diff --git a/Assets/BackgroundManager.cs b/Assets/BackgroundManager.cs
new file mode 100644
index 0000000..7679293
--- /dev/null
+++ b/Assets/BackgroundManager.cs
@@ -0,0 +1,121 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class BackgroundManager : MonoBehaviour
+{
+ [System.Serializable]
+ public class BackgroundLayer
+ {
+ public float yThreshold;
+ public Sprite backgroundSprite;
+ [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 float transitionDuration = 1f;
+ private bool isTransitioning = false; // Add this field
+
+ private Transform cameraTransform;
+ private Vector3 lastCameraPosition;
+ private int currentLayerIndex = 0;
+ private float startPositionX;
+
+ private void Start()
+ {
+ cameraTransform = Camera.main.transform;
+ lastCameraPosition = cameraTransform.position;
+ startPositionX = transform.position.x;
+
+ if (spriteRenderer == null)
+ spriteRenderer = GetComponent<SpriteRenderer>();
+
+ // Set initial background
+ if (backgroundLayers != null && backgroundLayers.Length > 0)
+ spriteRenderer.sprite = backgroundLayers[0].backgroundSprite;
+
+ 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].backgroundSprite));
+ currentLayerIndex = newLayerIndex;
+ }
+
+ lastCameraPosition = cameraTransform.position;
+ }
+
+ private float GetCurrentParallaxEffect()
+ {
+ if (backgroundLayers == null || backgroundLayers.Length == 0)
+ return 0.5f;
+ return backgroundLayers[currentLayerIndex].parallaxEffect;
+ }
+
+ private IEnumerator TransitionBackground(Sprite newSprite)
+ {
+ if (isTransitioning) yield break;
+ isTransitioning = true;
+
+ // Setup transition renderer
+ transitionRenderer.sprite = newSprite;
+ transitionRenderer.transform.localPosition = Vector3.zero;
+
+ // Fade in new sprite over old one
+ float elapsedTime = 0;
+ while (elapsedTime < transitionDuration)
+ {
+ elapsedTime += Time.deltaTime;
+ float alpha = elapsedTime / transitionDuration;
+ transitionRenderer.color = new Color(1, 1, 1, alpha);
+ yield return null;
+ }
+
+ // Switch the sprites
+ spriteRenderer.sprite = newSprite;
+ transitionRenderer.color = new Color(1, 1, 1, 0);
+
+ isTransitioning = false;
+ }
+}
\ No newline at end of file
diff --git a/Assets/BackgroundManager.cs.meta b/Assets/BackgroundManager.cs.meta
new file mode 100644
index 0000000..2114e3a
--- /dev/null
+++ b/Assets/BackgroundManager.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 718d5e9be0a4bd647adb3ea9fc7cf477
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scenes/GameplayScene.unity b/Assets/Scenes/GameplayScene.unity
index e4a2244..5b06c17 100644
--- a/Assets/Scenes/GameplayScene.unity
+++ b/Assets/Scenes/GameplayScene.unity
@@ -599,7 +599,7 @@
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 1, y: 1}
m_AnchorMax: {x: 1, y: 1}
- m_AnchoredPosition: {x: 0.000061035156, y: 0}
+ m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 200, y: 50}
m_Pivot: {x: 1, y: 1}
--- !u!222 &456454179
@@ -1860,7 +1860,7 @@
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
- m_IsActive: 0
+ m_IsActive: 1
--- !u!4 &796676099
Transform:
m_ObjectHideFlags: 0
@@ -1878,6 +1878,7 @@
- {fileID: 1049982787}
- {fileID: 2045670860}
- {fileID: 734382261}
+ - {fileID: 2136420133}
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &808172310
@@ -4057,7 +4058,7 @@
m_Name:
m_EditorClassIdentifier:
m_TrackedObjectOffset: {x: 0, y: 0, z: 0}
- m_LookaheadTime: 0.1
+ m_LookaheadTime: 0
m_LookaheadSmoothing: 5
m_LookaheadIgnoreY: 0
m_XDamping: 0
@@ -5215,6 +5216,113 @@
hasTopBuddy: 0
hasBottomBuddy: 0
reverseScale: 1
+--- !u!1 &2136420132
+GameObject:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
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+ serializedVersion: 6
+ m_Component:
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+ m_Name: Background
+ m_TagString: Untagged
+ m_Icon: {fileID: 0}
+ m_NavMeshLayer: 0
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+ m_IsActive: 1
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+ m_PrefabAsset: {fileID: 0}
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+ serializedVersion: 2
+ m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
+ m_LocalPosition: {x: 0, y: 0, z: -2}
+ m_LocalScale: {x: 5, y: 5, z: 1}
+ m_ConstrainProportionsScale: 0
+ m_Children: []
+ m_Father: {fileID: 796676099}
+ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+--- !u!212 &2136420134
+SpriteRenderer:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 2136420132}
+ m_Enabled: 1
+ m_CastShadows: 0
+ m_ReceiveShadows: 0
+ m_DynamicOccludee: 1
+ m_StaticShadowCaster: 0
+ m_MotionVectors: 1
+ m_LightProbeUsage: 1
+ m_ReflectionProbeUsage: 1
+ m_RayTracingMode: 0
+ m_RayTraceProcedural: 0
+ m_RenderingLayerMask: 1
+ m_RendererPriority: 0
+ m_Materials:
+ - {fileID: 2100000, guid: a97c105638bdf8b4a8650670310a4cd3, type: 2}
+ m_StaticBatchInfo:
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+ subMeshCount: 0
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+ m_ProbeAnchor: {fileID: 0}
+ m_LightProbeVolumeOverride: {fileID: 0}
+ m_ScaleInLightmap: 1
+ m_ReceiveGI: 1
+ m_PreserveUVs: 0
+ m_IgnoreNormalsForChartDetection: 0
+ m_ImportantGI: 0
+ m_StitchLightmapSeams: 1
+ m_SelectedEditorRenderState: 0
+ m_MinimumChartSize: 4
+ m_AutoUVMaxDistance: 0.5
+ m_AutoUVMaxAngle: 89
+ m_LightmapParameters: {fileID: 0}
+ m_SortingLayerID: 1963190711
+ m_SortingLayer: -2
+ m_SortingOrder: 0
+ m_Sprite: {fileID: 0}
+ m_Color: {r: 1, g: 1, b: 1, a: 1}
+ m_FlipX: 0
+ m_FlipY: 0
+ m_DrawMode: 0
+ m_Size: {x: 1, y: 1}
+ m_AdaptiveModeThreshold: 0.5
+ m_SpriteTileMode: 0
+ m_WasSpriteAssigned: 0
+ m_MaskInteraction: 0
+ m_SpriteSortPoint: 0
+--- !u!114 &2136420135
+MonoBehaviour:
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+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 2136420132}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 718d5e9be0a4bd647adb3ea9fc7cf477, type: 3}
+ m_Name:
+ m_EditorClassIdentifier:
+ spriteRenderer: {fileID: 2136420134}
+ transitionRenderer: {fileID: 0}
+ backgroundLayers:
+ - yThreshold: -1
+ backgroundSprite: {fileID: 21300000, guid: 7d5be99b0261348468ab492c35422f1b, type: 3}
+ parallaxEffect: 0.439
+ - yThreshold: -300
+ backgroundSprite: {fileID: 21300000, guid: 58a6eeb45a0e2674ab35114433129f28, type: 3}
+ parallaxEffect: 0.482
+ transitionDuration: 1
--- !u!114 &18669457987763773
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -13157,6 +13265,10 @@
propertyPath: m_Name
value: BackgroundAll
objectReference: {fileID: 0}
+ - target: {fileID: 3961525155789603524, guid: bcc4a9d71ad64b340b222e078e04fe7c, type: 3}
+ propertyPath: m_IsActive
+ value: 0
+ objectReference: {fileID: 0}
- target: {fileID: 6632530311481836413, guid: bcc4a9d71ad64b340b222e078e04fe7c, type: 3}
propertyPath: m_LocalPosition.x
value: 0
diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs
index 6bbffac..7f543e9 100644
--- a/Assets/Scripts/Managers/GameManager.cs
+++ b/Assets/Scripts/Managers/GameManager.cs
@@ -92,7 +92,7 @@
Debug.Log("done async map loading");
levelChanger.GetComponent<Animator>().SetBool("SceneLoading", false);
//Initialize background tiles after the tilemap is loaded
- InitializeBackgroundTiles();
+ //InitializeBackgroundTiles();
GameLoaded();
}
public void GameLoaded()
--
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