启动屏幕splash screen实现

 
  
using UnityEngine;
using System.Collections;


///
/// splashScreen script. ///
/// Version 0.1 by Martijn Dekker ///
/// martijn.pixelstudio@gmail.com ///
///

public class splashScreen : MonoBehaviour {

public int levelToLoad = 2 ; // this has to correspond to a levelIndex (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 ;

private float alpha = 0f;
private enum fadeStatus
{
fadeIn,
fadeOut,
fadeWaiting,
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 );
DontDestroyOnLoad(
this );
DontDestroyOnLoad(Camera.main);
DontDestroyOnLoad(backTexture);
Destroy(Camera.main.GetComponent(
typeof (AudioListener)));
if ((Application.levelCount <= 1 ) || (Application.levelCount < 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 * 0.3f * Time.deltaTime;
break ;
case fadeStatus.fadeOut:
alpha
+= - 1.0f * 0.3f * Time.deltaTime;
break ;
case fadeStatus.fadeWaiting:
Application.LoadLevel(levelToLoad);
status
= fadeStatus.fadeOut;
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;
alpha
= 1.0f ;
}
if (alpha < 0.0f )
{
status
= fadeStatus.fadeExit;
oldCam.depth
= - 1000 ;
Destroy(
this );
}
}
}

void OnDrawGizmos()
{
Gizmos.color
= new Color(1f, 0f, 0f, .5f);
Gizmos.DrawCube(transform.position,
new Vector3( 1 , 1 , 1 ));
}
}

转载于:https://www.cnblogs.com/ultrasoon/archive/2011/04/03/2004799.html

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