using UnityEngine; namespace HeavenStudio.Common { public class SuperScroll : MonoBehaviour { #region Private [SerializeField] private Material _shader; [SerializeField] private Renderer _renderer; [SerializeField] private Sprite _sprite; #endregion #region Public public float NormalizedX = 0.0f; public float NormalizedY = 0.0f; public Vector2 Normalized { get { return new Vector2(NormalizedX, NormalizedY); } set { NormalizedX = value.x; NormalizedY = value.y; } } public bool AutoScroll; public float AutoScrollX; public float AutoScrollY; public float TileX = 1.0f; public float TileY = 1.0f; public Vector2 Tile { get { return new Vector2(TileX, TileY); } set { TileX = value.x; TileY = value.y; } } public Material Material => _renderer.material; #endregion #region MonoBehaviour private void Start() { _renderer.material = _shader; var spriteRect = _sprite.rect; var tex = CropTexture(_sprite.texture, new Rect(spriteRect.x, spriteRect.y, spriteRect.width, spriteRect.height)); tex.wrapMode = TextureWrapMode.Repeat; Material.mainTexture = tex; } public void LateUpdate() { _renderer.material.mainTextureScale = Tile; _renderer.material.mainTextureOffset = new Vector2(NormalizedX, -NormalizedY) * Tile; if (AutoScroll) { float songPos = Conductor.instance.songPositionInBeats/100; NormalizedX = songPos*AutoScrollX; NormalizedY = songPos*AutoScrollY; } } #endregion #region Custom private Texture2D CropTexture(Texture2D original, Rect rect) { var colors = original.GetPixels((int)rect.x, (int)rect.y, (int)rect.width, (int)rect.height); var newTex = new Texture2D((int)rect.width, (int)rect.height); newTex.SetPixels(colors); newTex.Apply(); return newTex; } #endregion } }