using FishNet.Connection; using FishNet.Utility.Constant; using System.Runtime.CompilerServices; [assembly: InternalsVisibleTo(UtilityConstants.GENERATED_ASSEMBLY_NAME)] namespace FishNet.Managing.Scened { /// <summary> /// Data generated when unloading a scene. /// </summary> public class UnloadQueueData { /// <summary> /// Clients which receive this SceneQueueData. If Networked, all clients do. If Connections, only the specified Connections do. /// </summary> [System.NonSerialized] public readonly SceneScopeType ScopeType; /// <summary> /// Connections to unload scenes for. Only valid on the server and when ScopeType is Connections. /// </summary> [System.NonSerialized] public NetworkConnection[] Connections; /// <summary> /// SceneUnloadData to use. /// </summary> public SceneUnloadData SceneUnloadData = null; /// <summary> /// Current global scenes. /// </summary> public string[] GlobalScenes = new string[0]; /// <summary> /// True if to iterate this queue data as server. /// </summary> [System.NonSerialized] public readonly bool AsServer; public UnloadQueueData() { } internal UnloadQueueData(SceneScopeType scopeType, NetworkConnection[] conns, SceneUnloadData sceneUnloadData, string[] globalScenes, bool asServer) { ScopeType = scopeType; Connections = conns; SceneUnloadData = sceneUnloadData; GlobalScenes = globalScenes; AsServer = asServer; } } }