Unity 启动画面淡入淡出

我是代码的搬运工QAQ

http://www.cnblogs.com/wuzhang/p/wuzhang20150524.html

using UnityEngine;
using System.Collections;

public class SplashScreen : MonoBehaviour
{

    //要加载的关卡
    public string LevelToLoad = "DiveUnityDemo";
    //Logo贴图
    public Texture2D SplashLogo;
    //渐入渐出速度
    public float FadeSpeed = 0.3F;
    //等待时间
    public float WaitTime = 0.5F;

    #region 渐入渐出的类型
    public enum SplashType
    {
        LoadLevelThenFadeOut,
        FadeOutThenLoadLevel
    }
    public SplashType Type = SplashType.LoadLevelThenFadeOut;
    #endregion

    #region 渐入渐出的状态
    public enum FadeStatus
    {
        FadeIn,
        FadeWait,
        FadeOut
    }
    private FadeStatus mStatus = FadeStatus.FadeIn;
    #endregion

    //是否允许玩家触发渐入渐出事件
    public bool WaitForInput = true;
    //当前透明度
    private float mAlpha = 0.0F;
    //摄像机
    private Camera mCam;
    private GameObject mCamObj;
    //Logo贴图位置
    private Rect mSplashLogoPos;
    //渐入结束的时间
    private float mFadeInFinishedTime;
    //关卡是否加载完毕
    private bool LevelisLoaded = false;

    void Start()
    {
        //保存相机
        mCam = Camera.main;
        mCamObj = Camera.main.gameObject;
        //计算Logo绘制的位置
        mSplashLogoPos.x = (Screen.width * 0.5F - SplashLogo.width * 0.5F);
        mSplashLogoPos.y = (Screen.height * 0.5F - SplashLogo.height * 0.5F);
        mSplashLogoPos.width = SplashLogo.width;
        mSplashLogoPos.height = SplashLogo.height;
        //如果是渐出后加载关卡则保留相机
        if (Type == SplashType.LoadLevelThenFadeOut)
        {
            DontDestroyOnLoad(this);
            DontDestroyOnLoad(Camera.main);
        }
        //检查目标关卡是否为空
        if ((Application.levelCount <= 1) || (LevelToLoad == ""))
        {
            Debug.Log("There is not have the level to load please check again");
            return;
        }
    }

    void Update()
    {
        switch (mStatus)
        {
            case FadeStatus.FadeIn:
                mAlpha += FadeSpeed * Time.deltaTime;
                break;
            case FadeStatus.FadeOut:
                mAlpha -= FadeSpeed * Time.deltaTime;
                break;
            case FadeStatus.FadeWait:
                //当设定为FadeWait时可根据时间判定或者玩家触发进入下一个状态
                if ((!WaitForInput && Time.time > mFadeInFinishedTime + WaitTime) || (WaitForInput && Input.anyKey))
                {
                    mStatus = FadeStatus.FadeOut;
                }
                break;
        }

    }

    void OnGUI()
    {
        if (SplashLogo != null)
        {
            //绘制Logo
            GUI.color = new Color(GUI.color.r, GUI.color.g, GUI.color.b, Mathf.Clamp(mAlpha, 0, 1));
            GUI.DrawTexture(mSplashLogoPos, SplashLogo);

            //状态判断
            if (mAlpha > 1.0F)
            {
                mStatus = FadeStatus.FadeWait;
                mFadeInFinishedTime = Time.time;
                mAlpha = 1.0F;
                //如果需要在渐入结束后加载关卡
                if (Type == SplashType.LoadLevelThenFadeOut)
                {
                    mCam.depth = -1000;

                }
            }

            if (mAlpha < 0.0F)
            {
                //如果需要在关卡加载完后渐出
                if (Type == SplashType.FadeOutThenLoadLevel)
                {
                    Application.LoadLevel("sence2");
                }
                else
                {
                    Destroy(mCamObj);
                    Destroy(this);
                }
            }
        }

        if (mStatus == FadeStatus.FadeWait)
        {
            mStatus = FadeStatus.FadeOut;
            StartCoroutine("loadSence2");
            //Debug.Log("请按任意键继续");   
        }
    }

    public IEnumerator loadSence2()
    {
        yield return new WaitForSeconds(2f);
        Application.LoadLevel("sence2");

    }
    void OnLevelWasLoaded(int index)
    {
        //如果目标关卡已加载需要手动销毁场景中的GUI和AudioListener
        if (LevelisLoaded)
        {
            Destroy(mCam.GetComponent<AudioListener>());
            Destroy(mCam.GetComponent<GUILayer>());
        }
    }

}
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