SplashScreen
Line 10: | Line 10: | ||
==Code== | ==Code== | ||
− | <csharp>using UnityEngine; | + | <csharp> |
+ | using UnityEngine; | ||
using System.Collections; | using System.Collections; | ||
Line 40: | Line 41: | ||
// * splash screen picture can now be either centered (default) or | // * splash screen picture can now be either centered (default) or | ||
// stretched on the screen | // stretched on the screen | ||
+ | // | ||
+ | // Version 0.5 by Ferdinand Joseph Fernandez, 2010Sep15 18:27 GNT + 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 | ||
// | // | ||
Line 49: | Line 58: | ||
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 62: | Line 72: | ||
private enum FadeStatus | private enum FadeStatus | ||
{ | { | ||
+ | Paused, | ||
FadeIn, | FadeIn, | ||
FadeWaiting, | FadeWaiting, | ||
Line 83: | Line 94: | ||
void Start() | void Start() | ||
{ | { | ||
+ | if (startAutomatically) | ||
+ | { | ||
+ | status = FadeStatus.FadeIn; | ||
+ | } | ||
+ | else | ||
+ | { | ||
+ | status = FadeStatus.Paused; | ||
+ | } | ||
oldCam = Camera.main; | oldCam = Camera.main; | ||
oldCamGO = Camera.main.gameObject; | oldCamGO = Camera.main.gameObject; | ||
Line 112: | Line 131: | ||
if ((Application.levelCount <= 1) || (levelToLoad == "")) | if ((Application.levelCount <= 1) || (levelToLoad == "")) | ||
{ | { | ||
− | Debug.Log(" | + | Debug.Log("Invalid levelToLoad value. Skipping level loading..."); |
return; | return; | ||
} | } | ||
+ | } | ||
+ | |||
+ | public void StartSplash() | ||
+ | { | ||
+ | status = FadeStatus.FadeIn; | ||
} | } | ||
Line 151: | Line 175: | ||
oldCam.depth = -1000; | oldCam.depth = -1000; | ||
loadingNextLevel = true; | loadingNextLevel = true; | ||
− | Application.LoadLevel(levelToLoad); | + | if ((Application.levelCount >= 1) && (levelToLoad != "")) |
+ | { | ||
+ | Application.LoadLevel(levelToLoad); | ||
+ | } | ||
} | } | ||
} | } | ||
Line 158: | Line 185: | ||
if (splashType == SplashType.FadeOutThenLoadNextLevel) | if (splashType == SplashType.FadeOutThenLoadNextLevel) | ||
{ | { | ||
− | Application.LoadLevel(levelToLoad); | + | if ((Application.levelCount >= 1) && (levelToLoad != "")) |
+ | { | ||
+ | Application.LoadLevel(levelToLoad); | ||
+ | } | ||
} | } | ||
else | else |
Revision as of 10:37, 15 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 // // Version 0.5 by Ferdinand Joseph Fernandez, 2010Sep15 18:27 GNT + 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 //
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" 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.Log("Invalid levelToLoad value. Skipping level loading..."); return; } }
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() { 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)); } } </csharp>