SplashScreen
SplashScreen
TODO:
- Test allot of things. this is a very early version.
- 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!
Just create a new scene with a camera and empty gameobject. Add the script to the gameobject and set properties (nextlevel and logo)
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 //
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 Color sceneBackgroundColor = new Color(0,0,0); // choose a background color for the screen 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 = 0f; private enum FadeStatus { FadeIn, FadeWaiting, FadeOut//, //fadeExit } private FadeStatus status = FadeStatus.FadeIn; //private Object[] cams; private Camera oldCam; private Texture2D backTexture = new Texture2D(1, 1);
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()
{
//cams = GameObject.FindObjectsOfType(typeof(Camera));
oldCam = Camera.main;
SetAlpha(1.0f);
if (splashType == SplashType.LoadNextLevelThenFadeOut)
{
DontDestroyOnLoad(this);
DontDestroyOnLoad(Camera.main);
DontDestroyOnLoad(backTexture);
}
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 += 1.0f * fadeSpeed * Time.deltaTime; break; case FadeStatus.FadeWaiting: if ((!waitForInput && Time.time >= timeFadingInFinished + waitTime) || (waitForInput && Input.anyKey)) { if (splashType == SplashType.LoadNextLevelThenFadeOut) { Application.LoadLevel(levelToLoad); } status = FadeStatus.FadeOut; } break; case FadeStatus.FadeOut: alpha += -1.0f * fadeSpeed * Time.deltaTime; break; // case FadeStatus.fadeExit: // backAlpha += -1.0f * exitTimer * Time.deltaTime; // SetAlpha(backAlpha); // break; } }
void OnGUI() { 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.DrawTexture(new Rect(left, top, 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) { status = FadeStatus.FadeWaiting; timeFadingInFinished = Time.time; alpha = 1.0f; } if (alpha < 0.0f) { //status = FadeStatus.fadeExit; if (splashType == SplashType.FadeOutThenLoadNextLevel) { Application.LoadLevel(levelToLoad); } else { Destroy(oldCam.GetComponent<AudioListener>()); oldCam.depth = -1000; //Destroy(oldCam); //Destroy(backTexture); Destroy(this); } } } }
void OnDrawGizmos() { Gizmos.color = new Color(1f, 0f, 0f, .5f); Gizmos.DrawCube(transform.position, new Vector3(1, 1, 1)); } } </csharp>