SplashScreen
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==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: | ||
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==Code== | ==Code== | ||
− | <csharp> | + | <csharp>using UnityEngine; |
− | using UnityEngine; | + | |
using System.Collections; | using System.Collections; | ||
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// background color | // background color | ||
// * optimized some code | // * 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 | ||
// | // | ||
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private GameObject oldCamGO; | private GameObject oldCamGO; | ||
− | private | + | private Rect splashLogoPos = new Rect(); |
− | + | public enum LogoPositioning | |
+ | { | ||
+ | Centered, | ||
+ | Stretched | ||
+ | } | ||
+ | public LogoPositioning logoPositioning; | ||
private bool loadingNextLevel = false; | private bool loadingNextLevel = false; | ||
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oldCamGO = Camera.main.gameObject; | 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) | ||
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{ | { | ||
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( | + | GUI.DrawTexture(splashLogoPos, splashLogo); |
if (alpha > 1.0f) | if (alpha > 1.0f) | ||
{ | { |
Revision as of 06:12, 14 September 2010
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.
Code
<csharp>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 //
public class SplashScreen : MonoBehaviour { 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" private float timeFadingInFinished = 0.0f;
public enum SplashType { LoadNextLevelThenFadeOut, FadeOutThenLoadNextLevel } public SplashType splashType;
private float alpha = 0.0f;
private enum FadeStatus { 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() { 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.Log("I need to have a level to load or the value of level To load is wrong!"); return; } }
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() { 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; Application.LoadLevel(levelToLoad); } } if (alpha < 0.0f) { if (splashType == SplashType.FadeOutThenLoadNextLevel) { 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)); } } </csharp>