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Feb 21st, 2015
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  1. using UnityEngine;
  2. using UnityEngine.UI;
  3. using System.Collections;
  4.  
  5. public class SceneManager : MonoBehaviour {
  6.     public static SceneManager Instance;        // Singleton
  7.  
  8.     public string[] levelNames;                 // Scenes to progressively load, in descending array order.
  9.     public int gameLevelNum = 0;
  10.     public GameObject splashObj;                // Put a canvas here (with image child object) for splash screen loading.
  11.     public AnimationCurve Interpolation;        // Interpolates the splash screen with the curve.
  12.     public float Duration = 1f;         // The duration of the animation in seconds.
  13.     private CanvasGroup splashCanvasGroup;      // Used to grab the alpha of the canvas group.
  14.  
  15.     public CanvasGroup blackOverlay;        //Canvas for black overlay
  16.  
  17.     private GameObject canvasObj;           // The canvas game object.
  18.  
  19.     #if UNITY_EDITOR
  20.         bool SkipSplash;
  21.         string FirstScene;
  22.     #endif
  23.  
  24.     void Start () {
  25.         // If there is no instance of this class, set it.
  26.         if (Instance == null)
  27.         {
  28.             DontDestroyOnLoad (gameObject); // Don't destroy this object
  29.             Instance = this;
  30.             if (splashObj != null) {
  31.                 canvasObj = (GameObject)Instantiate (splashObj);
  32.                 canvasObj.transform.SetParent (transform);
  33.                 canvasObj.transform.position = Vector3.zero;
  34.                 splashCanvasGroup = canvasObj.GetComponent<CanvasGroup> ();
  35.                 canvasObj.GetComponent<Canvas> ().sortingOrder = 999;
  36.                 DontDestroyOnLoad (splashObj);
  37.             }
  38.             DontDestroyOnLoad (blackOverlay);
  39.             blackOverlay.GetComponent<Canvas>().sortingOrder = 998;
  40.             Instance.StartCoroutine (LoadNextLevelFadeIn());
  41.         } else {
  42.             Debug.LogError ("There is already a SceneManager in the scene.");
  43.             GameObject.Destroy (this);
  44.         }
  45.     }
  46.  
  47.     public IEnumerator PlayFadeAnimation(float start, float end, CanvasGroup target) {
  48.         // Start a lerp value from zero
  49.         float lerpValue = 0f;
  50.         while (lerpValue <= 1f) {
  51.             //Incerement the value each frame
  52.             lerpValue += Time.deltaTime / Duration;
  53.             //Set the alpha by the interpolated lerp value
  54.             target.alpha = Mathf.Lerp (start, end, Interpolation.Evaluate(lerpValue));
  55.             yield return null;
  56.         }
  57.     }
  58.  
  59.     private IEnumerator PlayFadeAnimation(bool forward, CanvasGroup target) {
  60.         if (forward) {
  61.             yield return Instance.StartCoroutine(PlayFadeAnimation(0f, 1f, target));
  62.         } else {
  63.             yield return Instance.StartCoroutine(PlayFadeAnimation(1f, 0f, target));
  64.         }
  65.     }
  66.  
  67.     public IEnumerator LoadNextLevelFadeIn () {
  68.         yield return StartCoroutine(LoadLevelFadeIn (Application.loadedLevel + 1, true));
  69.     }
  70.  
  71.     public void SetCanvasEnabled(bool enabled) {
  72.         blackOverlay.gameObject.SetActive(enabled);
  73.         if (splashCanvasGroup != null) {
  74.             canvasObj.gameObject.SetActive (enabled);
  75.             splashCanvasGroup.gameObject.SetActive (enabled);
  76.         }
  77.     }
  78.  
  79.     public void LoadLevelFadeInDelegate(int index, bool animate = true) {
  80.         if (animate)
  81.             Instance.StartCoroutine(LoadLevelFadeIn (index));
  82.         else
  83.             Application.LoadLevel(index);
  84.     }
  85.  
  86.     public void LoadLevelFadeInDelegate(string name, bool animate = true) {
  87.         if (animate)
  88.             Instance.StartCoroutine(LoadLevelFadeIn (name));
  89.         else
  90.             Application.LoadLevel(name);
  91.     }
  92.  
  93.     public IEnumerator LoadLevelFadeIn (int index, bool showSplash = false) {
  94.         SetCanvasEnabled (true);
  95.         yield return Instance.StartCoroutine(PlayFadeAnimation(true, blackOverlay));
  96.         if (showSplash && splashCanvasGroup != null)
  97.             yield return Instance.StartCoroutine(PlayFadeAnimation(true, splashCanvasGroup));
  98.         AsyncOperation async = Application.LoadLevelAsync (index);
  99.         yield return async; // Wait for the async operation and animation to complete.
  100.         if (showSplash && splashCanvasGroup != null)
  101.             yield return Instance.StartCoroutine(PlayFadeAnimation(false, splashCanvasGroup)); // remove overlay
  102.         yield return Instance.StartCoroutine(PlayFadeAnimation(false, blackOverlay));
  103.         SetCanvasEnabled (false);
  104.     }
  105.  
  106.     public IEnumerator LoadLevelFadeIn (string sceneName) {
  107.         SetCanvasEnabled (true);
  108.         yield return Instance.StartCoroutine(PlayFadeAnimation(true, blackOverlay));
  109.         AsyncOperation async = Application.LoadLevelAsync (sceneName);
  110.         yield return async; // Wait for the async operation and animation to complete.
  111.         yield return Instance.StartCoroutine(PlayFadeAnimation(false, blackOverlay));
  112.         SetCanvasEnabled (false);
  113.     }
  114.  
  115.     public void ResetGame () {
  116.         // reset the level index counter
  117.         gameLevelNum = 0;
  118.     }
  119.  
  120.     public void QuitGame(){
  121.         Application.Quit ();
  122.     }
  123.  
  124. }
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