using FishNet.Connection;
using UnityEngine.SceneManagement;
namespace FishNet.Managing.Scened
{
    /// 
    /// Data container about a scene presence change for a client.
    /// 
    public struct ClientPresenceChangeEventArgs
    {
        /// 
        /// Scene on the server which the client's presence has changed.
        /// 
        public Scene Scene;
        /// 
        /// Connection to client.
        /// 
        public NetworkConnection Connection;
        /// 
        /// True if the client was added to the scene, false is removed.
        /// 
        public bool Added;
        internal ClientPresenceChangeEventArgs(Scene scene, NetworkConnection conn, bool added)
        {
            Scene = scene;
            Connection = conn;
            Added = added;
        }
    }
}