Files
2024-11-20 15:21:28 +01:00

124 lines
3.8 KiB
C#

// (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 Name. NOTE: Before you can load a level, you have to add it to the list of levels defined in File->Build Settings...")]
public class LoadLevel : FsmStateAction
{
[RequiredField]
[Tooltip("The name of the level to load. NOTE: Must be in the list of levels defined in File->Build Settings... ")]
public FsmString levelName;
[Tooltip("Load the level additively, keeping the current scene.")]
public bool additive;
[Tooltip("Load the level asynchronously in the background.")]
public bool async;
[Tooltip("Event to send when the level has loaded. NOTE: This only makes sense if the FSM is still in the scene!")]
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;
private AsyncOperation asyncOperation;
public override void Reset()
{
levelName = "";
additive = false;
async = false;
loadedEvent = null;
dontDestroyOnLoad = false;
}
public override void OnEnter()
{
if (!Application.CanStreamedLevelBeLoaded(levelName.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 (async)
{
#if UNITY_PRE_5_3
asyncOperation = Application.LoadLevelAdditiveAsync(levelName.Value);
#else
asyncOperation = SceneManager.LoadSceneAsync(levelName.Value, LoadSceneMode.Additive);
#endif
Debug.Log("LoadLevelAdditiveAsyc: " + levelName.Value);
return; // Don't Finish()
}
#if UNITY_PRE_5_3
Application.LoadLevelAdditive(levelName.Value);
#else
SceneManager.LoadScene(levelName.Value, LoadSceneMode.Additive);
#endif
Debug.Log("LoadLevelAdditive: " + levelName.Value);
}
else
if (async)
{
#if UNITY_PRE_5_3
asyncOperation = Application.LoadLevelAsync(levelName.Value);
#else
asyncOperation = SceneManager.LoadSceneAsync(levelName.Value, LoadSceneMode.Single);
#endif
Debug.Log("LoadLevelAsync: " + levelName.Value);
return; // Don't Finish()
}
else
{
#if UNITY_PRE_5_3
Application.LoadLevel(levelName.Value);
#else
SceneManager.LoadScene(levelName.Value, LoadSceneMode.Single);
#endif
Debug.Log("LoadLevel: " + levelName.Value);
}
Log("LOAD COMPLETE");
Fsm.Event(loadedEvent);
Finish();
}
public override void OnUpdate()
{
if (asyncOperation.isDone)
{
Fsm.Event(loadedEvent);
Finish();
}
}
}
}