using UnityEngine;
/**
* A camera to help with Orthagonal mode when you need it to lock to pixels. Desiged to be used on android and retina devices.
*/
public class PixelPerfectCam : MonoBehaviour {
/**
* The target size of the view port.
*/
public Vector2 targetViewportSizeInPixels = new Vector2(480.0f, 320.0f);
/**
* Snap movement of the camera to pixels.
*/
public bool lockToPixels = true;
/**
* The number of target pixels in every Unity unit.
*/
public float pixelsPerUnit = 32.0f;
/**
* A game object that the camera will follow the x and y position of.
*/
public GameObject followTarget;
private Camera _camera;
private int _currentScreenWidth = 0;
private int _currentScreenHeight = 0;
private float _pixelLockedPPU = 32.0f;
private Vector2 _winSize;
protected void Start(){
_camera = this.GetComponent<Camera>();
if(!_camera){
Debug.LogWarning("No camera for pixel perfect cam to use");
}else{
_camera.orthographic = true;
ResizeCamToTargetSize();
}
}
public void ResizeCamToTargetSize(){
if(_currentScreenWidth != Screen.width || _currentScreenHeight != Screen.height){
// check our target size here to see how much we want to scale this camera
float percentageX = Screen.width/targetViewportSizeInPixels.x;
float percentageY = Screen.height/targetViewportSizeInPixels.y;
float targetSize = 0.0f;
if(percentageX > percentageY){
targetSize = percentageY;
}else{
targetSize = percentageX;
}
int floored = Mathf.FloorToInt(targetSize);
if(floored < 1){
floored = 1;
}
// now we have our percentage let's make the viewport scale to that
float camSize = ((Screen.height/2)/floored)/pixelsPerUnit;
_camera.orthographicSize = camSize;
_pixelLockedPPU = floored * pixelsPerUnit;
}
_winSize = new Vector2(Screen.width, Screen.height);
}
public void Update(){
if(_winSize.x != Screen.width || _winSize.y != Screen.height){
ResizeCamToTargetSize();
}
if(_camera && followTarget){
Vector2 newPosition = new Vector2(followTarget.transform.position.x, followTarget.transform.position.y);
float nextX = Mathf.Round(_pixelLockedPPU * newPosition.x);
float nextY = Mathf.Round(_pixelLockedPPU * newPosition.y);
_camera.transform.position = new Vector3(nextX/_pixelLockedPPU, nextY/_pixelLockedPPU, _camera.transform.position.z);
}
}
}