From 9f5ec96e185f269bade71889f0bed1d5e808d49a Mon Sep 17 00:00:00 2001 From: Miguel Astor Date: Wed, 24 Jun 2026 10:40:48 -0400 Subject: [PATCH] Added splash screen. --- .vscode/extensions.json | 5 + .vscode/launch.json | 10 + .vscode/settings.json | 72 ++ Assets/Graphics/icon.png | Bin 0 -> 1575 bytes Assets/Graphics/icon.png.meta | 169 +++++ Assets/Prefabs.meta | 8 + Assets/Prefabs/Fader.prefab | 108 +++ Assets/Prefabs/Fader.prefab.meta | 7 + Assets/Prefabs/Faders.prefab | 179 +++++ Assets/Prefabs/Faders.prefab.meta | 7 + Assets/Scenes/SampleScene.unity | 218 ------ Assets/Scenes/SplashScreen.unity | 705 ++++++++++++++++++ ...ene.unity.meta => SplashScreen.unity.meta} | 0 Assets/Scripts.meta | 8 + Assets/Scripts/EndSplash.cs | 17 + Assets/Scripts/EndSplash.cs.meta | 2 + Assets/Scripts/Fader.cs | 90 +++ Assets/Scripts/Fader.cs.meta | 2 + Assets/Scripts/SplashScreen.cs | 25 + Assets/Scripts/SplashScreen.cs.meta | 2 + Barrack Unity.slnx | 3 + ProjectSettings/EditorBuildSettings.asset | 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Assets/Scenes/SampleScene.unity.meta rename to Assets/Scenes/SplashScreen.unity.meta diff --git a/Assets/Scripts.meta b/Assets/Scripts.meta new file mode 100644 index 0000000..ef91509 --- /dev/null +++ b/Assets/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a3d55a0d56be53168aa0d4448a48a199 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/EndSplash.cs b/Assets/Scripts/EndSplash.cs new file mode 100644 index 0000000..adc859f --- /dev/null +++ b/Assets/Scripts/EndSplash.cs @@ -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"); + } +} diff --git a/Assets/Scripts/EndSplash.cs.meta b/Assets/Scripts/EndSplash.cs.meta new file mode 100644 index 0000000..b9d28ae --- /dev/null +++ b/Assets/Scripts/EndSplash.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9dde416d552cd8958925fd470f36454c \ No newline at end of file diff --git a/Assets/Scripts/Fader.cs b/Assets/Scripts/Fader.cs new file mode 100644 index 0000000..05e3760 --- /dev/null +++ b/Assets/Scripts/Fader.cs @@ -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(); + 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); + } + } +} diff --git a/Assets/Scripts/Fader.cs.meta b/Assets/Scripts/Fader.cs.meta new file mode 100644 index 0000000..decf7f3 --- /dev/null +++ b/Assets/Scripts/Fader.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 5620dafb42f459dcfa30ddbbefd24be1 \ No newline at end of file diff --git a/Assets/Scripts/SplashScreen.cs b/Assets/Scripts/SplashScreen.cs new file mode 100644 index 0000000..7c8d13a --- /dev/null +++ b/Assets/Scripts/SplashScreen.cs @@ -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); + } +} diff --git a/Assets/Scripts/SplashScreen.cs.meta b/Assets/Scripts/SplashScreen.cs.meta new file mode 100644 index 0000000..9b18b91 --- /dev/null +++ b/Assets/Scripts/SplashScreen.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 09d7151b5eeb9b9a0834eb4821a03f34 \ No newline at end of file diff --git a/Barrack Unity.slnx b/Barrack Unity.slnx new file mode 100644 index 0000000..a770aef --- /dev/null +++ b/Barrack Unity.slnx @@ -0,0 +1,3 @@ + + + diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index 6d47e61..204b8fb 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -6,7 +6,7 @@ EditorBuildSettings: serializedVersion: 2 m_Scenes: - enabled: 1 - path: Assets/Scenes/SampleScene.unity + path: Assets/Scenes/SplashScreen.unity guid: 2cda990e2423bbf4892e6590ba056729 m_configObjects: com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 3590b91b4603b465dbb4216d601bff33, type: 3} diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index eaf9631..48ad810 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -12,12 +12,12 @@ PlayerSettings: targetDevice: 2 useOnDemandResources: 0 accelerometerFrequency: 60 - companyName: DefaultCompany + companyName: MICOST productName: Barrack Unity defaultCursor: {fileID: 0} cursorHotspot: {x: 0, y: 0} m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1} - m_ShowUnitySplashScreen: 1 + m_ShowUnitySplashScreen: 0 m_ShowUnitySplashLogo: 1 m_SplashScreenOverlayOpacity: 1 m_SplashScreenAnimation: 1 @@ -143,7 +143,7 @@ PlayerSettings: loadStoreDebugModeEnabled: 0 visionOSBundleVersion: 1.0 tvOSBundleVersion: 1.0 - bundleVersion: 1.0 + bundleVersion: 0.1 preloadedAssets: [] metroInputSource: 0 wsaTransparentSwapchain: 0 @@ -292,7 +292,14 @@ PlayerSettings: AndroidAppBundleSizeToValidate: 150 AndroidReportGooglePlayAppDependencies: 1 androidSymbolsSizeThreshold: 800 - m_BuildTargetIcons: [] + m_BuildTargetIcons: + - m_BuildTarget: + m_Icons: + - serializedVersion: 2 + m_Icon: {fileID: 2800000, guid: 43400db708a2d0666964f4fd9b63eca9, type: 3} + m_Width: 128 + m_Height: 128 + m_Kind: 0 m_BuildTargetPlatformIcons: [] m_BuildTargetBatching: [] m_BuildTargetShaderSettings: []