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0
Question by chinjl · Mar 26, 2018 at 05:10 AM · c#splash-screencondition

different Splash screen according sim card.

Do there any possible that using unity to code a splash screen according sim card. for example, when is digi sim card will come out digi logo, when is celcom sim card will come out celcom logo.

below is the code that using for loop to splash screen by the list.

 Image UIImage;
 Canvas parentCanvas;
 GameObject launcher;

 // Is a private but can edit in Inspector
 [SerializeField]
 Sprite[] logoImage;     // Picture that going to be cycle 
 [SerializeField]
 float fadeTime;            // Amount of time to take for fading the image
 [SerializeField]
 float displayTime;        // Amount of time that a non-transparent image display before fading out
 [SerializeField]
 float transparentTime;    // Amount of time that an image stay in transparent brfore fading in

 public Sprite coverPage;
 public bool showCoverPage, hideCoverPage;

 void Awake()
 {
     launcher = GameObject.Find ("Launcher");

     parentCanvas = GetComponent<Canvas> ();
     // Make sure always have a camera to be assigned
     // More easy to throw the prefab into a scene and start using it without an error
     if (parentCanvas.worldCamera != Camera.main) {
         parentCanvas.worldCamera = Camera.main;
     }

     //DontDestroyOnLoad (gameObject);

     UIImage = GetComponent<Image> ();
     // Set the default image in Element 0
     UIImage.sprite = logoImage [0];

     StartCoroutine (CycleImages ());
 }

 void Update(){
     // When showCoverPage bool is true and click the button, it will hide the coverPage (transparent it) and make showCoverPage bool become false
     if(showCoverPage){
         if (Input.GetKeyDown (KeyCode.Mouse0)) {
             hideCoverPage = true;
             StartCoroutine (CoverImg ());
             showCoverPage = false;
         }
     }
 }

 IEnumerator CycleImages()
 {
     // Starting for Element 0 in logoImage (Sprite)
     for (int i = 0; i < logoImage.Length; i++) {
         UIImage.sprite = logoImage [i];
         // Set the image to transparent
         UIImage.color = new Color (UIImage.color.r, UIImage.color.g, UIImage.color.b, 0);

         // Wait for few second for transparent change to complete image
         yield return new WaitForSeconds (transparentTime);

         // Fade in for loop
         // Making the transparent to complete image
         for (float alpha = 0; alpha < 1; alpha += Time.deltaTime / fadeTime) {
             UIImage.color = new Color (UIImage.color.r, UIImage.color.g, UIImage.color.b, alpha);
             yield return null;    // Wait for frame then return to execution
         }

         // Wait for few second for complete image change to transparent
         yield return new WaitForSeconds (displayTime);

         // Fade out in loop
         // Making complete image to transparent
         for (float alpha = 1; alpha > 0; alpha -= Time.deltaTime / fadeTime) {
             UIImage.color = new Color (UIImage.color.r, UIImage.color.g, UIImage.color.b, alpha);
             yield return null;    // Wait for frame then return to execution
             }

         // If Element is equal to 2
         if (UIImage.sprite == logoImage [2]) {
             // Wait for few second for transparent change to complete image
             // For coverPage
             yield return new WaitForSeconds (transparentTime);

             // Make the Sources Image to the coverPage Image
             transform.GetComponent<Image> ().sprite = coverPage;

             // Fade in for loop
             // Making the transparent to complete image and showCoverPage bool become true
             for (float alpha = 0; alpha < 1; alpha += Time.deltaTime / fadeTime) {
                 UIImage.color = new Color (UIImage.color.r, UIImage.color.g, UIImage.color.b, alpha);
                 showCoverPage = true;
                 yield return null;    // Wait for frame then return to execution
             }
         }

         StopCoroutine (CycleImages ());
     }
 }

 IEnumerator CoverImg(){
     // Hide the Image when condition is meet
     if (hideCoverPage) {
         // Fade out in loop
         // Making complete image to transparent
         // For coverPage
         for (float alpha = 1; alpha > 0; alpha -= Time.deltaTime / fadeTime) {
             UIImage.color = new Color (UIImage.color.r, UIImage.color.g, UIImage.color.b, alpha);
             yield return null;    // Wait for frame then return to execution
         }
         launcher.SetActive(false);    // Hide the whole GameObject
         StopCoroutine (CoverImg ());
     }
 }
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