deltavr multiplayer 2.0
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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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/// Handles of scenes which were successfully unloaded.
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/// </summary>
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[Obsolete("Use UnloadedScenesV2")]
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public int[] UnloadedSceneHandles;
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/// <summary>
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/// Names of scenes which were successfully unloaded.
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/// </summary>
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[Obsolete("Use UnloadedScenesV2")]
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public string[] UnloadedSceneNames;
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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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public List<Scene> UnloadedScenes;
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/// <summary>
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/// Unloaded scenes with names and handles cached.
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/// This will be renamed as UnloadedScenes in Fish-Networking version 4.
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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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UnloadedScenes = unloadedScenes;
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UnloadedScenesV2 = newUnloadedScenes;
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#pragma warning disable CS0618 // Type or member is obsolete
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UnloadedSceneNames = new string[newUnloadedScenes.Count];
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UnloadedSceneHandles = new int[newUnloadedScenes.Count];
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for (int i = 0; i < newUnloadedScenes.Count; i++)
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{
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UnloadedSceneNames[i] = newUnloadedScenes[i].Name;
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UnloadedSceneHandles[i] = newUnloadedScenes[i].Handle;
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}
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#pragma warning restore CS0618
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}
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}
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}
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