SplashScreen

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Line 1: Line 1:
 
==SplashScreen==
 
==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:
 
TODO:
* Test allot of things. this is a very early version.
+
* 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.
* Fade the background color out.
+
* Currently what is fading is a solid color, what's better is to fade the splash screen image itself.
+
  
 
Any additions to this script are always welcome!
 
Any additions to this script are always welcome!
  
Just create a new scene with a camera and empty gameobject.
+
Just create a new scene with a camera and add the script to the camera and set properties.
Add the script to the gameobject and set properties (nextlevel and logo)
+
  
==Code==
+
==C# Code==
<csharp>
+
<syntaxhighlight lang="csharp">
 
using UnityEngine;
 
using UnityEngine;
 
using System.Collections;
 
using System.Collections;
Line 32: Line 30:
 
//    level, instead of the default, which is to load the next level
 
//    level, instead of the default, which is to load the next level
 
//    before fade out
 
//    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 class SplashScreen : MonoBehaviour
 
{
 
{
 +
public int guiDepth = 0;
 
public string levelToLoad = ""; // this has to correspond to a level (file>build settings)
 
public string levelToLoad = ""; // this has to correspond to a level (file>build settings)
 
public Texture2D splashLogo; // the logo to splash;
 
public Texture2D splashLogo; // the logo to splash;
public Color sceneBackgroundColor = new Color(0,0,0); // choose a background color for the screen
 
 
public float fadeSpeed = 0.3f;
 
public float fadeSpeed = 0.3f;
 
public float waitTime = 0.5f; // seconds to wait before fading out
 
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 waitForInput = false; // if true, this acts as a "press any key to continue"
 +
public bool startAutomatically = true;
 
private float timeFadingInFinished = 0.0f;
 
private float timeFadingInFinished = 0.0f;
  
Line 51: Line 74:
 
public SplashType splashType;
 
public SplashType splashType;
  
private float alpha = 0f;
+
private float alpha = 0.0f;
 +
 
 
private enum FadeStatus
 
private enum FadeStatus
 
{
 
{
 +
Paused,
 
FadeIn,
 
FadeIn,
 
FadeWaiting,
 
FadeWaiting,
FadeOut//,
+
FadeOut
//fadeExit
+
 
}
 
}
 
private FadeStatus status = FadeStatus.FadeIn;
 
private FadeStatus status = FadeStatus.FadeIn;
//private Object[] cams;
+
 
 
private Camera oldCam;
 
private Camera oldCam;
private Texture2D backTexture = new Texture2D(1, 1);
+
private GameObject oldCamGO;
  
 
+
private Rect splashLogoPos = new Rect();
 
+
public enum LogoPositioning
void SetAlpha(float alpha)
+
 
{
 
{
sceneBackgroundColor = new Color(sceneBackgroundColor.r, sceneBackgroundColor.g, sceneBackgroundColor.b, alpha);
+
Centered,
for (int x = 1; x <= backTexture.width; x++)
+
Stretched
{
+
for (int y = 1; y <= backTexture.height; y++)
+
{
+
backTexture.SetPixel(x, y, sceneBackgroundColor);
+
}
+
}
+
 
}
 
}
 +
public LogoPositioning logoPositioning;
  
 +
private bool loadingNextLevel = false;
  
 
void Start()
 
void Start()
 
{
 
{
//cams = GameObject.FindObjectsOfType(typeof(Camera));
+
if (startAutomatically)
 +
{
 +
status = FadeStatus.FadeIn;
 +
}
 +
else
 +
{
 +
status = FadeStatus.Paused;
 +
}
 
oldCam = Camera.main;
 
oldCam = Camera.main;
SetAlpha(1.0f);
+
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)
 
if (splashType == SplashType.LoadNextLevelThenFadeOut)
 
{
 
{
 
DontDestroyOnLoad(this);
 
DontDestroyOnLoad(this);
 
DontDestroyOnLoad(Camera.main);
 
DontDestroyOnLoad(Camera.main);
DontDestroyOnLoad(backTexture);
 
 
}
 
}
 
if ((Application.levelCount <= 1) || (levelToLoad == ""))
 
if ((Application.levelCount <= 1) || (levelToLoad == ""))
 
{
 
{
Debug.Log("I need to have a level to load or the value of level To load is wrong!");
+
Debug.LogWarning("Invalid levelToLoad value.");
return;
+
 
}
 
}
 +
}
 +
 +
public void StartSplash()
 +
{
 +
status = FadeStatus.FadeIn;
 
}
 
}
  
Line 102: Line 151:
 
{
 
{
 
case FadeStatus.FadeIn:
 
case FadeStatus.FadeIn:
alpha += 1.0f * fadeSpeed * Time.deltaTime;
+
alpha += fadeSpeed * Time.deltaTime;
 
break;
 
break;
 
case FadeStatus.FadeWaiting:
 
case FadeStatus.FadeWaiting:
 
if ((!waitForInput && Time.time >= timeFadingInFinished + waitTime) || (waitForInput && Input.anyKey))
 
if ((!waitForInput && Time.time >= timeFadingInFinished + waitTime) || (waitForInput && Input.anyKey))
 
{
 
{
if (splashType == SplashType.LoadNextLevelThenFadeOut)
 
{
 
Application.LoadLevel(levelToLoad);
 
}
 
 
status = FadeStatus.FadeOut;
 
status = FadeStatus.FadeOut;
 
}
 
}
 
break;
 
break;
 
case FadeStatus.FadeOut:
 
case FadeStatus.FadeOut:
alpha += -1.0f * fadeSpeed * Time.deltaTime;
+
alpha += -fadeSpeed * Time.deltaTime;
 
break;
 
break;
  // case FadeStatus.fadeExit:
 
  //    backAlpha += -1.0f * exitTimer * Time.deltaTime;
 
  //    SetAlpha(backAlpha);
 
  // break;
 
 
}
 
}
 
}
 
}
Line 126: Line 167:
 
void OnGUI()
 
void OnGUI()
 
{
 
{
 +
GUI.depth = guiDepth;
 
if (splashLogo != null)
 
if (splashLogo != null)
 
{
 
{
GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), backTexture, ScaleMode.StretchToFill, false);
 
float left = (Screen.width * 0.5f) - (splashLogo.width * 0.5f);
 
float top = (Screen.height * 0.5f) - (splashLogo.height * 0.5f);
 
 
GUI.color = new Color(GUI.color.r, GUI.color.g, GUI.color.b, Mathf.Clamp01(alpha));
 
GUI.color = new Color(GUI.color.r, GUI.color.g, GUI.color.b, Mathf.Clamp01(alpha));
GUI.DrawTexture(new Rect(left, top, splashLogo.width, splashLogo.height), splashLogo);
+
GUI.DrawTexture(splashLogoPos, splashLogo);
//GUI.Label(new Rect((Screen.width * 0.5f) - 50, top + splashLogo.height, 100, 20), "loading level....");
+
backTexture.Apply(); // You need this or you will not get the color you want in the back ground.
+
 
if (alpha > 1.0f)
 
if (alpha > 1.0f)
 
{
 
{
Line 140: Line 177:
 
timeFadingInFinished = Time.time;
 
timeFadingInFinished = Time.time;
 
alpha = 1.0f;
 
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 (alpha < 0.0f)
 
{
 
{
//status = FadeStatus.fadeExit;
 
 
if (splashType == SplashType.FadeOutThenLoadNextLevel)
 
if (splashType == SplashType.FadeOutThenLoadNextLevel)
 
{
 
{
Application.LoadLevel(levelToLoad);
+
if ((Application.levelCount >= 1) && (levelToLoad != ""))
 +
{
 +
Application.LoadLevel(levelToLoad);
 +
}
 
}
 
}
 
else
 
else
 
{
 
{
Destroy(oldCam.GetComponent<AudioListener>());
+
Destroy(oldCamGO); // somehow this doesn't work
oldCam.depth = -1000;
+
//Destroy(oldCam);
+
//Destroy(backTexture);
+
 
Destroy(this);
 
Destroy(this);
 
}
 
}
 
}
 
}
 +
}
 +
}
 +
 +
void OnLevelWasLoaded(int lvlIdx)
 +
{
 +
if (loadingNextLevel)
 +
{
 +
Destroy(oldCam.GetComponent<AudioListener>());
 +
Destroy(oldCam.GetComponent<GUILayer>());
 
}
 
}
 
}
 
}
Line 166: Line 220:
 
}
 
}
 
}
 
}
</csharp>
+
</syntaxhighlight>
 +
 
 +
 
 +
 
 +
===UnityScript Code===
 +
 
 +
<syntaxhighlight lang="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;
 +
}
 +
 
 +
</syntaxhighlight>

Latest revision as of 20:53, 10 January 2012

[edit] 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.

[edit] 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));
	}
}


[edit] UnityScript Code

//
// 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;
}
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