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本帖最后由 机器人 于 2012-6-11 23:39 编辑
- using UnityEngine;
- using System.Collections;
- 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));
- }
- }
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