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56 lines
1.9 KiB
C#
56 lines
1.9 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine.SceneManagement;
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namespace FishNet.Managing.Scened
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{
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/// <summary>
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/// Data container about a scene unload start.
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/// </summary>
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public struct SceneUnloadStartEventArgs
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{
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/// <summary>
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/// Queue data used by the current scene action.
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/// </summary>
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public readonly UnloadQueueData QueueData;
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internal SceneUnloadStartEventArgs(UnloadQueueData sqd)
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{
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QueueData = sqd;
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}
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}
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/// <summary>
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/// Data container about a scene unload end.
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/// </summary>
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public struct SceneUnloadEndEventArgs
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{
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/// <summary>
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/// Queue data used by the current scene action.
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/// </summary>
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public readonly UnloadQueueData QueueData;
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/// <summary>
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/// Scenes which were successfully unloaded.
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/// This collection may be populated with empty scenes depending on engine version.
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/// </summary>
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[Obsolete("Use UnloadedScenesV2.")] //Remove on V5. Rename UnloadedScenesV2 to UnloadedScenes.
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public List<Scene> UnloadedScenes;
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/// <summary>
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/// Scenes which were successfully unloaded.
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/// 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.
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/// </summary>
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public List<UnloadedScene> UnloadedScenesV2;
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internal SceneUnloadEndEventArgs(UnloadQueueData sqd, List<Scene> unloadedScenes, List<UnloadedScene> newUnloadedScenes)
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{
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QueueData = sqd;
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#pragma warning disable CS0618 // Type or member is obsolete
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UnloadedScenes = unloadedScenes;
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#pragma warning restore CS0618 // Type or member is obsolete
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UnloadedScenesV2 = newUnloadedScenes;
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}
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}
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} |