SplashScreen

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Revision as of 07:34, 29 September 2010 by AnomalousUnderdog (Talk | contribs)

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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 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)); } } </csharp>

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