SplashScreen

From Unify Community Wiki
(Difference between revisions)
Jump to: navigation, search
m (Text replace - "<csharp>" to "<syntaxhighlight lang="csharp">")
m (Text replace - "</csharp>" to "</syntaxhighlight>")
Line 220: Line 220:
 
}
 
}
 
}
 
}
</csharp>
+
</syntaxhighlight>
  
  

Revision as of 20:47, 10 January 2012

SplashScreen

Fades in a splash picture on the screen, waits for a few seconds (or waits for user input), then fades out while the next scene is loaded.

TODO:

  • Console still reports the error message: "There are 2 audio listeners in the scene..." Its not critical but it would be nice to get rid of this.

Any additions to this script are always welcome!

Just create a new scene with a camera and add the script to the camera and set properties.

C# Code

using UnityEngine;
using System.Collections;
 
//
// SplashScreen Script
//
// Version 0.1 by Martijn Dekker
// martijn.pixelstudio@gmail.com
//
// Version 0.2 by Ferdinand Joseph Fernandez, 2010Sep7 16:45 GMT + 8
// Changes:
//  * changed levelToLoad to a string, for easier usage
//  * added waitTime, which adds a pause after fade in, and before fade
//    out (during fade waiting)
//  * added option to either automatically fade out after waitTime
//    seconds (default), or wait for user input (press any key to continue)
//  * added option to wait until fade out is complete before loading next
//    level, instead of the default, which is to load the next level
//    before fade out
//
// Version 0.3 by Ferdinand Joseph Fernandez, 2010Sep8 01:13 GMT + 8
// Changes:
//  * splash screen itself is now fading without the need for a solid
//    background color
//  * optimized some code
//
// Version 0.4 by Ferdinand Joseph Fernandez, 2010Sep14 14:09 GMT + 8
// Changes:
//  * splash screen picture can now be either centered (default) or
//    stretched on the screen
//
// Version 0.5 by Ferdinand Joseph Fernandez, 2010Sep15 18:27 GMT + 8
// Changes:
//  * now has option to start automatically or not. if not started
//    automatically, the splash screen can be started by calling
//    the StartSplash function
//  * code acknowledges if the levelToLoad is blank, in that case,
//    the code simply does not attempt to load a level
//
// Version 0.6 by Ferdinand Joseph Fernandez, 2010Sep29 13:43 GMT + 8
// Changes:
//  * added the property "gui depth" so you can control at which depth the
//    splash screen shows in
//
 
public class SplashScreen : MonoBehaviour
{
	public int guiDepth = 0;
	public string levelToLoad = ""; // this has to correspond to a level (file>build settings)
	public Texture2D splashLogo; // the logo to splash;
	public float fadeSpeed = 0.3f;
	public float waitTime = 0.5f; // seconds to wait before fading out
	public bool waitForInput = false; // if true, this acts as a "press any key to continue"
	public bool startAutomatically = true;
	private float timeFadingInFinished = 0.0f;
 
	public enum SplashType
	{
		LoadNextLevelThenFadeOut,
		FadeOutThenLoadNextLevel
	}
	public SplashType splashType;
 
	private float alpha = 0.0f;
 
	private enum FadeStatus
	{
		Paused,
		FadeIn,
		FadeWaiting,
		FadeOut
	}
	private FadeStatus status = FadeStatus.FadeIn;
 
	private Camera oldCam;
	private GameObject oldCamGO;
 
	private Rect splashLogoPos = new Rect();
	public enum LogoPositioning
	{
		Centered,
		Stretched
	}
	public LogoPositioning logoPositioning;
 
	private bool loadingNextLevel = false;
 
	void Start()
	{
		if (startAutomatically)
		{
			status = FadeStatus.FadeIn;
		}
		else
		{
			status = FadeStatus.Paused;
		}
		oldCam = Camera.main;
		oldCamGO = Camera.main.gameObject;
 
		if (logoPositioning == LogoPositioning.Centered)
		{
			splashLogoPos.x = (Screen.width * 0.5f) - (splashLogo.width * 0.5f);
			splashLogoPos.y = (Screen.height * 0.5f) - (splashLogo.height * 0.5f);
 
			splashLogoPos.width = splashLogo.width;
			splashLogoPos.height = splashLogo.height;
		}
		else
		{
			splashLogoPos.x = 0;
			splashLogoPos.y = 0;
 
			splashLogoPos.width = Screen.width;
			splashLogoPos.height = Screen.height;
		}
 
 
 
		if (splashType == SplashType.LoadNextLevelThenFadeOut)
		{
			DontDestroyOnLoad(this);
			DontDestroyOnLoad(Camera.main);
		}
		if ((Application.levelCount <= 1) || (levelToLoad == ""))
		{
			Debug.LogWarning("Invalid levelToLoad value.");
		}
	}
 
	public void StartSplash()
	{
		status = FadeStatus.FadeIn;
	}
 
	void Update()
	{
		switch(status)
		{
			case FadeStatus.FadeIn:
				alpha += fadeSpeed * Time.deltaTime;
			break;
			case FadeStatus.FadeWaiting:
				if ((!waitForInput && Time.time >= timeFadingInFinished + waitTime) || (waitForInput && Input.anyKey))
				{
					status = FadeStatus.FadeOut;
				}
			break;
			case FadeStatus.FadeOut:
				alpha += -fadeSpeed * Time.deltaTime;
			break;
		}
	}
 
	void OnGUI()
	{
		GUI.depth = guiDepth;
		if (splashLogo != null)
		{
			GUI.color = new Color(GUI.color.r, GUI.color.g, GUI.color.b, Mathf.Clamp01(alpha));
			GUI.DrawTexture(splashLogoPos, splashLogo);
			if (alpha > 1.0f)
			{
				status = FadeStatus.FadeWaiting;
				timeFadingInFinished = Time.time;
				alpha = 1.0f;
				if (splashType == SplashType.LoadNextLevelThenFadeOut)
				{
					oldCam.depth = -1000;
					loadingNextLevel = true;
					if ((Application.levelCount >= 1) && (levelToLoad != ""))
					{
						Application.LoadLevel(levelToLoad);
					}
				}
			}
			if (alpha < 0.0f)
			{
				if (splashType == SplashType.FadeOutThenLoadNextLevel)
				{
					if ((Application.levelCount >= 1) && (levelToLoad != ""))
					{
						Application.LoadLevel(levelToLoad);
					}
				}
				else
				{
					Destroy(oldCamGO); // somehow this doesn't work
					Destroy(this);
				}
			}
		}
	}
 
	void OnLevelWasLoaded(int lvlIdx)
	{
		if (loadingNextLevel)
		{
			Destroy(oldCam.GetComponent<AudioListener>());
			Destroy(oldCam.GetComponent<GUILayer>());
		}
	}
 
	void OnDrawGizmos()
	{
		Gizmos.color = new Color(1f, 0f, 0f, .5f);
		Gizmos.DrawCube(transform.position, new Vector3(1, 1, 1));
	}
}


UnityScript Code

<javascript> // // SplashScreen Script // // This is the same script as above (only a few redundant things were removed), just converted to UnityScript // to help out those sticking to unity script, and to help those just starting out with it. // Quantum Fusion Studios

var guiDepth : int = 0; var levelToLoad : String = ""; var splashLogo : Texture2D; var fadeSpeed : float = 0.3; var waitTime : float = 0.5; var waitForInput : boolean = false; var startAutomatically : boolean = true; var timeFadingInFinished : float = 0.0; var logoPositioning : LogoPositioning; var splashType : SplashType; enum SplashType {LoadNextLevelThenFadeOut, FadeOutThenLoadNextLevel} enum LogoPositioning {Centered, Stretched} private var alpha : float = 0.0; private var status : FadeStatus = FadeStatus.FadeIn; private var oldCam : Camera; private var oldCamGO : GameObject; private var splashLogoPos : Rect; private var loadingNextLevel : boolean = false; private enum FadeStatus {Paused, FadeIn, FadeWaiting, FadeOut}


function Start() { if (startAutomatically) { status = FadeStatus.FadeIn; }

else { status = FadeStatus.Paused; }

oldCam = Camera.main; oldCamGO = Camera.main.gameObject;

if (logoPositioning == LogoPositioning.Centered) { splashLogoPos.x = (Screen.width * 0.5) - (splashLogo.width * 0.5); splashLogoPos.y = (Screen.height * 0.5) - (splashLogo.height * 0.5);

splashLogoPos.width = splashLogo.width; splashLogoPos.height = splashLogo.height; }

else { splashLogoPos.x = 0; splashLogoPos.y = 0;

splashLogoPos.width = Screen.width; splashLogoPos.height = Screen.height; }

if (splashType == SplashType.LoadNextLevelThenFadeOut) { DontDestroyOnLoad(this); DontDestroyOnLoad(Camera.main); }


if ((Application.levelCount <= 1) || (levelToLoad == "")) { Debug.LogWarning("Invalid levelToLoad value."); } }


function Update() { switch(status) { case FadeStatus.FadeIn: alpha += fadeSpeed * Time.deltaTime; break;

case FadeStatus.FadeWaiting: if ((!waitForInput && Time.time >= timeFadingInFinished + waitTime) || (waitForInput && Input.anyKey)) { status = FadeStatus.FadeOut; } break;

case FadeStatus.FadeOut: alpha += -fadeSpeed * Time.deltaTime; break; } }


function OnGUI() { GUI.depth = guiDepth;

if (splashLogo != null) { GUI.color = Color(GUI.color.r, GUI.color.g, GUI.color.b, Mathf.Clamp01(alpha)); GUI.DrawTexture(splashLogoPos, splashLogo);

if (alpha > 1.0) { status = FadeStatus.FadeWaiting; timeFadingInFinished = Time.time; alpha = 1.0;

if (splashType == SplashType.LoadNextLevelThenFadeOut) { oldCam.depth = -1000; loadingNextLevel = true;

if ((Application.levelCount >= 1) && (levelToLoad != "")) { Application.LoadLevel(levelToLoad); } } }

if (alpha < 0.0) { if (splashType == SplashType.FadeOutThenLoadNextLevel) { if ((Application.levelCount >= 1) && (levelToLoad != "")) { Application.LoadLevel(levelToLoad); } }

else { Destroy(oldCamGO); } } } }


function OnLevelWasLoaded(lvlIdx : int) { if (loadingNextLevel) { Destroy(oldCam); } }


function OnDrawGizmos() { Gizmos.color = Color(1, 0, 0, 0.5); Gizmos.DrawCube(transform.position, Vector3(1, 1, 1)); }


function StartSplash() { status = FadeStatus.FadeIn; }

</javascript>

Personal tools
Namespaces

Variants
Actions
Navigation
Extras
Toolbox