Splash screen now displays properly and loads MainMenu when it's done.
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cfd8448087
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4 changed files with 64 additions and 4 deletions
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@ -264,8 +264,9 @@ GameObject:
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- component: {fileID: 854366561}
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m_Layer: 5
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m_Name: Image (1)
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m_Name: SplashText
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -322,6 +323,17 @@ CanvasRenderer:
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@ -404,7 +416,7 @@ RectTransform:
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 1108133782}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 485, y: 267.5, z: 0}
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m_LocalPosition: {x: 512, y: 384, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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- {fileID: 1531749743}
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@ -493,7 +505,7 @@ GameObject:
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- component: {fileID: 1531749745}
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- component: {fileID: 1531749744}
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m_Layer: 5
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m_Name: Image
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m_Name: SplashBackground
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -61,7 +61,7 @@ public class LobbyManager : Photon.PunBehaviour {
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public override void OnLeftRoom()
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{
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SceneManager.LoadScene(0);
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SceneManager.LoadScene("MainMenu");
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}
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public void LeaveRoom()
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35
Project Undercover/Assets/Scripts/UI/SplashController.cs
Normal file
35
Project Undercover/Assets/Scripts/UI/SplashController.cs
Normal file
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@ -0,0 +1,35 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.UI;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class SplashController : MonoBehaviour {
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private Image splashText;
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private float timer;
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void Start () {
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splashText = GetComponent<Image> ();
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Color tempcolor = Color.white;
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tempcolor.a = 0;
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splashText.color = tempcolor;
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timer = 4;
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}
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void Update () {
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Color setalpha = Color.white;
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timer -= Time.deltaTime;
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if(timer >= 2.5 && timer < 3.5) {
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setalpha.a = 1 - (timer - 2.5f);
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splashText.color = setalpha;
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}
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if(timer >= 0.5 && timer < 1.5) {
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setalpha.a = (timer - 0.5f);
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splashText.color = setalpha;
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}
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if(timer <= 0) {
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SceneManager.LoadScene ("MainMenu");
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}
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}
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}
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@ -0,0 +1,13 @@
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guid: 96b46a3ec497e3640a9ecf1b5067a5a2
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timeCreated: 1512026200
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licenseType: Free
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