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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//[ExecuteInEditMode]
[DisallowMultipleComponent]
[RequireComponent(typeof(TopDownTransform))]
[RequireComponent(typeof(SpriteRenderer))]
public class TopDownShadowCaster : MonoBehaviour
{
[SerializeField] private Color m_Color = new Color32(0,0,0, 58);
[SerializeField] private Vector2 m_Scale = new Vector2(1, 0.5f);
private GameObject m_Shadow;
private SpriteRenderer m_ShadowRenderer;
private TopDownTransform m_Coord;
private SpriteRenderer m_SpriteRenderer;
public void Flip(bool flip)
{
m_ShadowRenderer.flipX = flip;
}
private void Awake()
{
m_Coord = GetComponent<TopDownTransform>();
m_SpriteRenderer = GetComponent<SpriteRenderer>();
//
for(int i = this.transform.childCount - 1; i >= 0 ; --i)
{
GameObject child = this.transform.GetChild(i).gameObject;
if (child.name == "shadow")
{
Destroy(child);
}
}
if (m_Shadow == null)
{
m_Shadow = new GameObject("shadow");
// m_Shadow.hideFlags = HideFlags.HideAndDontSave;
m_Shadow.transform.SetParent(transform);
m_Shadow.transform.localScale = m_Scale;
m_ShadowRenderer = m_Shadow.AddComponent<SpriteRenderer>();
m_ShadowRenderer.color = m_Color;
m_ShadowRenderer.sprite = m_SpriteRenderer.sprite;
m_ShadowRenderer.sortingLayerName = "Shadow";
}
}
//private void Update()
private void LateUpdate()
{
m_ShadowRenderer.color = m_Color;
m_ShadowRenderer.sprite = m_SpriteRenderer.sprite;
SetPosition();
}
public void SetPosition()
{
Vector3 pos = m_Coord.GetProjectedGroundPosition();
m_Shadow.transform.position = pos;
}
}
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