deltavr multiplayer 2.0
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93
Assets/FishNet/Runtime/Managing/Scened/SceneProcessorBase.cs
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93
Assets/FishNet/Runtime/Managing/Scened/SceneProcessorBase.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityScene = UnityEngine.SceneManagement.Scene;
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namespace FishNet.Managing.Scened
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{
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public abstract class SceneProcessorBase : MonoBehaviour
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{
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#region Protected.
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/// <summary>
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/// SceneManager for this processor.
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/// </summary>
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protected SceneManager SceneManager;
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#endregion
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/// <summary>
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/// Initializes this script for use.
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/// </summary>
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/// <param name="manager">SceneManager which will be utilizing this class.</param>
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public virtual void Initialize(SceneManager manager)
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{
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SceneManager = manager;
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}
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/// <summary>
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/// Called when scene loading has begun.
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/// </summary>
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public virtual void LoadStart(LoadQueueData queueData) { }
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/// <summary>
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/// Called when scene loading has ended.
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/// </summary>
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public virtual void LoadEnd(LoadQueueData queueData) { }
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/// <summary>
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/// Called when scene unloading has begun within a load operation.
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/// </summary>
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public virtual void UnloadStart(LoadQueueData queueData) { }
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/// <summary>
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/// Called when scene unloading has ended within a load operation.
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/// </summary>
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public virtual void UnloadEnd(LoadQueueData queueData) { }
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/// <summary>
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/// Called when scene unloading has begun within an unload operation.
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/// </summary>
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public virtual void UnloadStart(UnloadQueueData queueData) { }
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/// <summary>
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/// Called when scene unloading has ended within an unload operation.
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/// </summary>
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public virtual void UnloadEnd(UnloadQueueData queueData) { }
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/// <summary>
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/// Begin loading a scene using an async method.
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/// </summary>
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/// <param name="sceneName">Scene name to load.</param>
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public abstract void BeginLoadAsync(string sceneName, LoadSceneParameters parameters);
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/// <summary>
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/// Begin unloading a scene using an async method.
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/// </summary>
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/// <param name="sceneName">Scene name to unload.</param>
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public abstract void BeginUnloadAsync(Scene scene);
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/// <summary>
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/// Returns if a scene load or unload percent is done.
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/// </summary>
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/// <returns></returns>
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public abstract bool IsPercentComplete();
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/// <summary>
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/// Returns the progress on the current scene load or unload.
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/// </summary>
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/// <returns></returns>
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public abstract float GetPercentComplete();
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/// <summary>
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/// Adds a scene to loaded scenes.
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/// </summary>
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/// <param name="scene">Scene loaded.</param>
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public virtual void AddLoadedScene(Scene scene) { }
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/// <summary>
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/// Returns scenes which were loaded during a load operation.
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/// </summary>
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public abstract List<Scene> GetLoadedScenes();
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/// <summary>
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/// Activates scenes which were loaded.
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/// </summary>
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public abstract void ActivateLoadedScenes();
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/// <summary>
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/// Returns if all asynchronized tasks are considered IsDone.
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/// </summary>
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/// <returns></returns>
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public abstract IEnumerator AsyncsIsDone();
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}
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}
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