Created
September 9, 2011 06:18
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Unity淡入淡出脚本
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using UnityEngine; | |
using System.Collections; | |
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 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 = 0.0f; | |
private enum FadeStatus | |
{ | |
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() | |
{ | |
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.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 += 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() | |
{ | |
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; | |
Application.LoadLevel(levelToLoad); | |
} | |
} | |
if (alpha < 0.0f) | |
{ | |
if (splashType == SplashType.FadeOutThenLoadNextLevel) | |
{ | |
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)); | |
} | |
} |
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