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74 lines
2.9 KiB
C#
74 lines
2.9 KiB
C#
3 months ago
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// Animancer // Copyright 2020 Kybernetik //
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using UnityEngine;
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namespace Animancer
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{
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/// <summary>
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/// Adjusts the <see cref="Transform.localPosition"/> every frame to keep this object aligned to a grid with a size
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/// determined by the <see cref="Renderer"/> while wrapping the value to keep it as close to 0 as possible.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Pixel Perfect Positioning")]
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[HelpURL(Strings.APIDocumentationURL + "/Pixel Perfect Positioning")]
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public sealed class PixelPerfectPositioning : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField]
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private SpriteRenderer _Renderer;
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/// <summary>[<see cref="SerializeField"/>]
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/// The <see cref="SpriteRenderer"/> that will have its position adjusted.
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/// </summary>
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public SpriteRenderer Renderer
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{
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get { return _Renderer; }
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set { _Renderer = value; }
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}
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/************************************************************************************************************************/
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#if UNITY_EDITOR
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private void Reset()
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{
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_Renderer = Editor.AnimancerEditorUtilities.GetComponentInHierarchy<SpriteRenderer>(gameObject);
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}
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#endif
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/************************************************************************************************************************/
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private void Update()
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{
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var transform = _Renderer.transform;
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var position = transform.position;
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// Snap the position to the pixel grid.
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var pixelsPerUnit = _Renderer.sprite.pixelsPerUnit;
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transform.position = new Vector3(
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Mathf.Round(position.x / pixelsPerUnit) * pixelsPerUnit,
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Mathf.Round(position.y / pixelsPerUnit) * pixelsPerUnit,
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Mathf.Round(position.z / pixelsPerUnit) * pixelsPerUnit);
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// Keep the local position as small as possible while staying on the grid.
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var maxLocalPosition = 0.5f / pixelsPerUnit;
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position = transform.localPosition;
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WrapValue(ref position.x, maxLocalPosition);
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WrapValue(ref position.y, maxLocalPosition);
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WrapValue(ref position.z, maxLocalPosition);
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transform.localPosition = position;
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}
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/************************************************************************************************************************/
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private void WrapValue(ref float value, float max)
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{
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value %= max * 2;
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if (value > max) value -= max * 2;
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else if (value < -max) value += max * 2;
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}
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/************************************************************************************************************************/
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}
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}
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