using System;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace FishNet.Managing.Scened
{
///
/// Data container about a scene unload start.
///
public struct SceneUnloadStartEventArgs
{
///
/// Queue data used by the current scene action.
///
public readonly UnloadQueueData QueueData;
internal SceneUnloadStartEventArgs(UnloadQueueData sqd)
{
QueueData = sqd;
}
}
///
/// Data container about a scene unload end.
///
public struct SceneUnloadEndEventArgs
{
///
/// Queue data used by the current scene action.
///
public readonly UnloadQueueData QueueData;
///
/// Scenes which were successfully unloaded.
/// This collection may be populated with empty scenes depending on engine version.
///
[Obsolete("Use UnloadedScenesV2.")] //Remove on V5. Rename UnloadedScenesV2 to UnloadedScenes.
public List UnloadedScenes;
///
/// Scenes which were successfully unloaded.
/// This contains information of the scene unloaded but may not contain scene references as some Unity versions discard that information after a scene is unloaded.
///
public List UnloadedScenesV2;
internal SceneUnloadEndEventArgs(UnloadQueueData sqd, List unloadedScenes, List newUnloadedScenes)
{
QueueData = sqd;
#pragma warning disable CS0618 // Type or member is obsolete
UnloadedScenes = unloadedScenes;
#pragma warning restore CS0618 // Type or member is obsolete
UnloadedScenesV2 = newUnloadedScenes;
}
}
}