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sqd, List unloadedScenes, List newUnloadedScenes) { QueueData = sqd; #pragma warning disable CS0618 // Type or member is obsolete UnloadedScenes = unloadedScenes; #pragma warning restore CS0618 // Type or member is obsolete UnloadedScenesV2 = newUnloadedScenes; } } }