Added splash screen.
This commit is contained in:
Vendored
+5
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assetBundleName:
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assetBundleVariant:
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||||||
@@ -0,0 +1,17 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class EndSplash : MonoBehaviour
|
||||||
|
{
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
void Start() { }
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update() { }
|
||||||
|
|
||||||
|
void OnFadeStarted() { }
|
||||||
|
|
||||||
|
void OnFadeComplete()
|
||||||
|
{
|
||||||
|
UnityEngine.SceneManagement.SceneManager.LoadScene("MainMenu");
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
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|||||||
|
fileFormatVersion: 2
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||||||
|
guid: 9dde416d552cd8958925fd470f36454c
|
||||||
@@ -0,0 +1,90 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Fader : MonoBehaviour
|
||||||
|
{
|
||||||
|
public float fadeDuration = 1.0f; // Duration of the fade effect in seconds
|
||||||
|
|
||||||
|
public bool isFadingIn = true; // Flag to determine if we are fading in or out
|
||||||
|
|
||||||
|
public MonoBehaviour callbackScript = null; // Reference to the script that will be called after the fade effect
|
||||||
|
|
||||||
|
public bool fadeOnStart = true; // Flag to determine if the fade effect should start automatically on Start
|
||||||
|
|
||||||
|
private bool startFading = false; // Flag to start the fade effect
|
||||||
|
|
||||||
|
private float timer = 0.0f; // Timer to track the fade progress
|
||||||
|
|
||||||
|
private SpriteRenderer sprite = null; // Reference to the component renderer
|
||||||
|
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
sprite = GetComponent<SpriteRenderer>();
|
||||||
|
if (fadeOnStart)
|
||||||
|
{
|
||||||
|
resetFader();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (startFading)
|
||||||
|
{
|
||||||
|
// Perform fade logic here
|
||||||
|
if (isFadingIn)
|
||||||
|
{
|
||||||
|
// Fade in logic
|
||||||
|
Color currentColor = sprite.color;
|
||||||
|
currentColor.a = Mathf.Lerp(0.0f, 1.0f, timer / fadeDuration);
|
||||||
|
sprite.color = currentColor;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Fade out logic
|
||||||
|
Color currentColor = sprite.color;
|
||||||
|
currentColor.a = Mathf.Lerp(1.0f, 0.0f, timer / fadeDuration);
|
||||||
|
sprite.color = currentColor;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (timer >= fadeDuration)
|
||||||
|
{
|
||||||
|
// Fade effect completed
|
||||||
|
startFading = false;
|
||||||
|
|
||||||
|
if (callbackScript != null)
|
||||||
|
{
|
||||||
|
// Call the callback method on the specified script
|
||||||
|
callbackScript.Invoke("OnFadeComplete", 0.0f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Increment the timer based on the time elapsed since the last frame
|
||||||
|
timer += Time.deltaTime;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void setFadingIn()
|
||||||
|
{
|
||||||
|
isFadingIn = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void setFadingOut()
|
||||||
|
{
|
||||||
|
isFadingIn = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
void resetFader()
|
||||||
|
{
|
||||||
|
startFading = true;
|
||||||
|
timer = 0.0f;
|
||||||
|
|
||||||
|
if (callbackScript != null)
|
||||||
|
{
|
||||||
|
// Call the callback method on the specified script
|
||||||
|
callbackScript.Invoke("OnFadeStarted", 0.0f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
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@@ -0,0 +1,2 @@
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|
fileFormatVersion: 2
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|
guid: 5620dafb42f459dcfa30ddbbefd24be1
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@@ -0,0 +1,25 @@
|
|||||||
|
using NUnit.Framework;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class SplashScreen : MonoBehaviour
|
||||||
|
{
|
||||||
|
public AudioSource yeah; // Reference to the AudioSource component for playing the sound effect
|
||||||
|
|
||||||
|
public MonoBehaviour faderScript; // Reference to the Fader script for handling the fade effect
|
||||||
|
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
void Start() { }
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update() { }
|
||||||
|
|
||||||
|
void OnFadeStarted()
|
||||||
|
{
|
||||||
|
yeah.PlayDelayed(1.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnFadeComplete()
|
||||||
|
{
|
||||||
|
faderScript.Invoke("resetFader", 1.1f);
|
||||||
|
}
|
||||||
|
}
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@@ -0,0 +1,2 @@
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|
fileFormatVersion: 2
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guid: 09d7151b5eeb9b9a0834eb4821a03f34
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@@ -0,0 +1,3 @@
|
|||||||
|
<Solution>
|
||||||
|
<Project Path="Assembly-CSharp.csproj" />
|
||||||
|
</Solution>
|
||||||
@@ -6,7 +6,7 @@ EditorBuildSettings:
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serializedVersion: 2
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serializedVersion: 2
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m_Scenes:
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m_Scenes:
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- enabled: 1
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- enabled: 1
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path: Assets/Scenes/SampleScene.unity
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path: Assets/Scenes/SplashScreen.unity
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guid: 2cda990e2423bbf4892e6590ba056729
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guid: 2cda990e2423bbf4892e6590ba056729
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com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 3590b91b4603b465dbb4216d601bff33, type: 3}
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||||||
|
|||||||
@@ -12,12 +12,12 @@ PlayerSettings:
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targetDevice: 2
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targetDevice: 2
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useOnDemandResources: 0
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useOnDemandResources: 0
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accelerometerFrequency: 60
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accelerometerFrequency: 60
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companyName: DefaultCompany
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companyName: MICOST
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productName: Barrack Unity
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productName: Barrack Unity
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defaultCursor: {fileID: 0}
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cursorHotspot: {x: 0, y: 0}
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cursorHotspot: {x: 0, y: 0}
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m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
|
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
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m_ShowUnitySplashScreen: 1
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m_ShowUnitySplashScreen: 0
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m_ShowUnitySplashLogo: 1
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m_ShowUnitySplashLogo: 1
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m_SplashScreenOverlayOpacity: 1
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m_SplashScreenOverlayOpacity: 1
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m_SplashScreenAnimation: 1
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m_SplashScreenAnimation: 1
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@@ -143,7 +143,7 @@ PlayerSettings:
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loadStoreDebugModeEnabled: 0
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visionOSBundleVersion: 1.0
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visionOSBundleVersion: 1.0
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tvOSBundleVersion: 1.0
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tvOSBundleVersion: 1.0
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bundleVersion: 1.0
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bundleVersion: 0.1
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preloadedAssets: []
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metroInputSource: 0
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metroInputSource: 0
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wsaTransparentSwapchain: 0
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wsaTransparentSwapchain: 0
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@@ -292,7 +292,14 @@ PlayerSettings:
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AndroidAppBundleSizeToValidate: 150
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AndroidAppBundleSizeToValidate: 150
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AndroidReportGooglePlayAppDependencies: 1
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AndroidReportGooglePlayAppDependencies: 1
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androidSymbolsSizeThreshold: 800
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androidSymbolsSizeThreshold: 800
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m_BuildTargetBatching: []
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m_BuildTargetShaderSettings: []
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m_BuildTargetShaderSettings: []
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|||||||
Reference in New Issue
Block a user