SplashScreen

From Unify Community Wiki
(Difference between revisions)
Jump to: navigation, search
Line 2: Line 2:
  
 
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==
 
==Code==
Line 32: Line 29:
 
//    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
 
//
 
//
  
Line 38: Line 41:
 
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
Line 51: Line 53:
 
public SplashType splashType;
 
public SplashType splashType;
  
private float alpha = 0f;
+
private float alpha = 0.0f;
 +
 
 
private enum FadeStatus
 
private enum FadeStatus
 
{
 
{
 
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 float splashLogoLeft = 0.0f;
 +
private float splashLogoTop = 0.0f;
  
 
+
private bool loadingNextLevel = false;
void SetAlpha(float alpha)
+
{
+
sceneBackgroundColor = new Color(sceneBackgroundColor.r, sceneBackgroundColor.g, sceneBackgroundColor.b, alpha);
+
for (int x = 1; x <= backTexture.width; x++)
+
{
+
for (int y = 1; y <= backTexture.height; y++)
+
{
+
backTexture.SetPixel(x, y, sceneBackgroundColor);
+
}
+
}
+
}
+
 
+
  
 
void Start()
 
void Start()
 
{
 
{
//cams = GameObject.FindObjectsOfType(typeof(Camera));
 
 
oldCam = Camera.main;
 
oldCam = Camera.main;
SetAlpha(1.0f);
+
oldCamGO = Camera.main.gameObject;
 +
 
 +
splashLogoLeft = (Screen.width * 0.5f) - (splashLogo.width * 0.5f);
 +
splashLogoTop = (Screen.height * 0.5f) - (splashLogo.height * 0.5f);
 +
 
 
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 == ""))
Line 102: Line 96:
 
{
 
{
 
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 128: Line 114:
 
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(new Rect(splashLogoLeft, splashLogoTop, splashLogo.width, splashLogo.height), 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 121:
 
timeFadingInFinished = Time.time;
 
timeFadingInFinished = Time.time;
 
alpha = 1.0f;
 
alpha = 1.0f;
 +
if (splashType == SplashType.LoadNextLevelThenFadeOut)
 +
{
 +
oldCam.depth = -1000;
 +
loadingNextLevel = true;
 +
Application.LoadLevel(levelToLoad);
 +
}
 
}
 
}
 
if (alpha < 0.0f)
 
if (alpha < 0.0f)
 
{
 
{
//status = FadeStatus.fadeExit;
 
 
if (splashType == SplashType.FadeOutThenLoadNextLevel)
 
if (splashType == SplashType.FadeOutThenLoadNextLevel)
 
{
 
{
Line 150: Line 136:
 
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>());
 
}
 
}
 
}
 
}

Revision as of 17:17, 7 September 2010

SplashScreen

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 //

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 float splashLogoLeft = 0.0f; private float splashLogoTop = 0.0f;

private bool loadingNextLevel = false;

void Start() { oldCam = Camera.main; oldCamGO = Camera.main.gameObject;

splashLogoLeft = (Screen.width * 0.5f) - (splashLogo.width * 0.5f); splashLogoTop = (Screen.height * 0.5f) - (splashLogo.height * 0.5f);

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(new Rect(splashLogoLeft, splashLogoTop, splashLogo.width, splashLogo.height), 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>

Personal tools
Namespaces

Variants
Actions
Navigation
Extras
Toolbox