コード例 #1
0
        void Start()
        {
            // first of all, lets find the size of the background image
            // we are scrolling

            SpriteRenderer background = GetComponent <SpriteRenderer> ();
            float          bgx        = background.bounds.size.x;
            float          bgy        = background.bounds.size.y;

            // and the size of the camera box

            float camerax = cam.orthographicSize * Screen.width / Screen.height * 2;
            float cameray = cam.orthographicSize * 2;

            // and the size of the level we are locking our scrolling to

            float levelx = level.GetMapWidthInPixelsScaled();
            float levely = level.GetMapHeightInPixelsScaled();

            // so the levels have their origin at the top left corner,
            // we need the center for our calculations

            Vector2 corner = level.transform.position;

            center = new Vector2(corner.x + levelx / 2, corner.y - levely / 2);

            // finally, what's the scaling factor between camera size
            // and background image size? we need this to calculate where
            // we should place the background image based on the camera's
            // position in the main level

            scalex = (float)((levelx - bgx) / (levelx - camerax));

            scaley = (float)((levely - bgy) / (levely - cameray));
        }
コード例 #2
0
 private void FixedUpdate()
 {
     if (front.transform.position.x + front.GetMapWidthInPixelsScaled() <= mainCamera.transform.position.x - CameraHalfWidth)
     {
         Destroy(front.gameObject);
         front = back;
         back  = LoadNextMapPart(front.transform.position.x + front.GetMapWidthInPixelsScaled());
     }
 }
コード例 #3
0
        private void Start()
        {
            GameObject mainCameraGO = GameObject.FindGameObjectWithTag("MainCamera");

            Assert.IsTrue(mainCameraGO != null, "Could not find the main camera.");
            mainCamera = mainCameraGO.GetComponent <Camera>();
            Assert.IsTrue(mainCamera != null, "Main camera does not have a Camera component.");

            front = LoadNextMapPart(-CameraHalfWidth);
            back  = LoadNextMapPart(front.transform.position.x + front.GetMapWidthInPixelsScaled());
        }
コード例 #4
0
ファイル: MapCooditionTest.cs プロジェクト: Liangzg/Tiled2D
    private void mergeMap()
    {
        if (lastRow == this.row)
        {
            return;
        }

        if (root != null)
        {
            GameObject.Destroy(root);
        }

        root = new GameObject("root");
        root.transform.localScale = Vector3.one;
        root.transform.position   = Vector3.zero;

        int mapCount = 10;

        lastRow = row;
//
//        //新的坐标系M,N
//        int halfWidth = (int)MapCreater.TileRange.x / 2; // M点在像素坐标系X轴的偏移
//        int halfHeight = (int)MapCreater.TileRange.y / 2;  // 像素坐标系Y轴的偏移

        for (int i = 0; i < mapCount; i++)
        {
            GameObject gObj = GameObject.Instantiate(MapElements) as GameObject;
            gObj.transform.parent = root.transform;
            gObj.name            += i;

            TiledMap tiled     = gObj.GetComponent <TiledMap>();
            float    mapWidth  = tiled.GetMapWidthInPixelsScaled();
            float    mapHeight = tiled.GetMapHeightInPixelsScaled();

            float halfWidth  = mapWidth / 2;
            float halfHeight = mapHeight / 2;

//            int indexX = i%row;
//            int indexY = i/row + i % row;
            // i % 2 == 0 ? i / 2 + 0.5 : i - 1
            //            gObj.transform.position = new Vector3(-offsetWidth * (indexX / 2 +  indexX  % 2  * 0.5f) ,
            //                                                -offsetHeight * (i / row + (i  % row) * 0.5f));

            int   column = i / row;
            float tiledX = halfWidth * column - halfWidth * (i % row);
            float tiledY = -halfHeight * column - halfHeight * (i % row);
            gObj.transform.position   = new Vector3(tiledX, tiledY);
            gObj.transform.localScale = Vector3.one;
        }
    }
コード例 #5
0
        void Start()
        {
            // first of all, lets find the size of the level we are scrolling

            TiledMap scrollingLevel = GetComponent <TiledMap> ();
            float    scrollx        = scrollingLevel.GetMapWidthInPixelsScaled();
            float    scrolly        = scrollingLevel.GetMapHeightInPixelsScaled();

            // and the size of the camera box

            float camerax = cam.orthographicSize * Screen.width / Screen.height * 2;
            float cameray = cam.orthographicSize * 2;

            // and the size of the level we are locking our scrolling to

            float levelx = level.GetMapWidthInPixelsScaled();
            float levely = level.GetMapHeightInPixelsScaled();

            // so the levels have their origin at the top left corner,
            // we need the center for our calculations

            offset = new Vector2(-scrollx / 2, scrolly / 2);

            // we also need the main level's center

            Vector2 corner = level.transform.position;

            center = new Vector2(corner.x + levelx / 2, corner.y - levely / 2);

            // finally, what's the scaling factor between camera size
            // and scroll-level size? we need this to calculate where
            // we should place the scroll level based on the camera's
            // position in the main level

            scalex = (float)((levelx - scrollx) / (levelx - camerax));

            scaley = (float)((levely - scrolly) / (levely - cameray));
        }