34 lines
		
	
	
		
			886 B
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			34 lines
		
	
	
		
			886 B
		
	
	
	
		
			C#
		
	
	
	
	
	
| using FishNet.Connection;
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| using UnityEngine.SceneManagement;
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| 
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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 presence change for a client.
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|     /// </summary>
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|     public struct ClientPresenceChangeEventArgs
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|     {
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| 
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|         /// <summary>
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|         /// Scene on the server which the client's presence has changed.
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|         /// </summary>
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|         public Scene Scene;
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|         /// <summary>
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|         /// Connection to client.
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|         /// </summary>
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|         public NetworkConnection Connection;
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|         /// <summary>
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|         /// True if the client was added to the scene, false is removed.
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|         /// </summary>
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|         public bool Added;
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| 
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|         internal ClientPresenceChangeEventArgs(Scene scene, NetworkConnection conn, bool added)
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|         {
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|             Scene = scene;
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|             Connection = conn;
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|             Added = added;
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|         }
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|     }
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| 
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| 
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| } |