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 ));
}
}
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 ));
}
}