Question by
AdmiralX299 · Jul 12, 2019 at 12:16 PM ·
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unity don't display the next scene
and this is my script for Splash screen
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
[RequireComponent(typeof(AudioSource))] // add audio source when attaching the script
public class SplashScreen : MonoBehaviour
{
public Texture2D _splashScreenBackground; //Creates slot in inspector to assign splash screen background image
public Texture2D _splashScreenText; //Creates slot in inspector to assign splash screen text
private AudioSource _splashScreenAudio; //Defines naming convention for audio source component
public AudioClip _splashScreenMusic; //Creates slot in inspector to assign splash screen music
private float _splashScreenFadeValue; //Defines fade value
private float _splashScreenFadeSpeed = 0.15f; //Defines fade speed
private SplashScreenController _splashScreenController;
private enum SplashScreenController
{
SplashScreenFadeIn = 0,
SplashScreenFadeOut = 1
}
void Awake()
{
_splashScreenFadeValue = 0;
}
// Start is called before the first frame update
void Start()
{
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
_splashScreenAudio = GetComponent<AudioSource>();
_splashScreenAudio.volume = 0;
_splashScreenAudio.clip = _splashScreenMusic;
_splashScreenAudio.loop = true;
_splashScreenAudio.Play();
_splashScreenController = SplashScreen.SplashScreenController.SplashScreenFadeIn;
StartCoroutine("SplashScreenManager");
}
// Update is called once per frame
void Update()
{
}
private IEnumerable SplashScreenManager()
{
while (true)
{
switch(_splashScreenController)
{
case SplashScreenController.SplashScreenFadeIn:
SplashScreenFadeIn ();
break;
case SplashScreenController.SplashScreenFadeOut:
SplashScreenFadeOut ();
break;
}
yield return null;
}
}
private void SplashScreenFadeIn()
{
Debug.Log("SplashScreenFadeIn");
_splashScreenAudio.volume += _splashScreenFadeSpeed * Time.deltaTime;
_splashScreenFadeValue += _splashScreenFadeSpeed * Time.deltaTime;
if (_splashScreenFadeValue > 1)
_splashScreenFadeValue = 1;
if (_splashScreenFadeValue == 1)
_splashScreenController = SplashScreen.SplashScreenController.SplashScreenFadeOut;
}
private void SplashScreenFadeOut()
{
Debug.Log("SplashScreenFadeOut");
_splashScreenAudio.volume -= _splashScreenFadeSpeed * Time.deltaTime;
_splashScreenFadeValue -= _splashScreenFadeSpeed * Time.deltaTime;
if (_splashScreenFadeValue < 0)
_splashScreenFadeValue = 0;
if (_splashScreenFadeValue == 0)
SceneManager.LoadScene("ControllerWarning");
}
private void OnGUI()
{
GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), _splashScreenBackground);
GUI.color = new Color (1, 1, 1, _)
GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), _splashScreenText);
}
}
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