// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved. #if (UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2) #define UNITY_PRE_5_3 #endif using UnityEngine; #if !UNITY_PRE_5_3 using UnityEngine.SceneManagement; #endif namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.Level)] [Tooltip("Loads a Level by Index number. Before you can load a level, you have to add it to the list of levels defined in File->Build Settings...")] public class LoadLevelNum : FsmStateAction { [RequiredField] [Tooltip("The level index in File->Build Settings")] public FsmInt levelIndex; [Tooltip("Load the level additively, keeping the current scene.")] public bool additive; [Tooltip("Event to send after the level is loaded.")] public FsmEvent loadedEvent; [Tooltip("Keep this GameObject in the new level. NOTE: The GameObject and components is disabled then enabled on load; uncheck Reset On Disable to keep the active state.")] public FsmBool dontDestroyOnLoad; [Tooltip("Event to send if the level cannot be loaded.")] public FsmEvent failedEvent; public override void Reset() { levelIndex = null; additive = false; loadedEvent = null; dontDestroyOnLoad = false; } public override void OnEnter() { if (!Application.CanStreamedLevelBeLoaded(levelIndex.Value)) { Fsm.Event(failedEvent); Finish(); return; } if (dontDestroyOnLoad.Value) { // Have to get the root, since this FSM will be destroyed if a parent is destroyed. var root = Owner.transform.root; Object.DontDestroyOnLoad(root.gameObject); } if (additive) { #if UNITY_PRE_5_3 Application.LoadLevelAdditive(levelIndex.Value); #else SceneManager.LoadScene(levelIndex.Value, LoadSceneMode.Additive); #endif } else { #if UNITY_PRE_5_3 Application.LoadLevel(levelIndex.Value); #else SceneManager.LoadScene(levelIndex.Value, LoadSceneMode.Single); #endif } Fsm.Event(loadedEvent); Finish(); } } }