forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			79 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			79 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
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 load start.
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    /// </summary>
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    public struct SceneLoadStartEventArgs
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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 LoadQueueData QueueData;
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        internal SceneLoadStartEventArgs(LoadQueueData lqd)
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        {
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            QueueData = lqd;
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        }
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    }
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    /// <summary>
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    /// Data container about a scene load percent change.
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    /// </summary>
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    public struct SceneLoadPercentEventArgs
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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 LoadQueueData QueueData;
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        /// <summary>
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        /// Percentage of change completion. 1f is equal to 100% complete.
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        /// </summary>
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        public readonly float Percent;
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        internal SceneLoadPercentEventArgs(LoadQueueData lqd, float percent)
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        {
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            QueueData = lqd;
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            Percent = percent;
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        }
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    }
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    /// <summary>
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    /// Data container about a scene load end.
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    /// </summary>
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    public struct SceneLoadEndEventArgs
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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 LoadQueueData QueueData;
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        /// <summary>
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        /// Scenes which were loaded.
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        /// </summary>
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        public readonly Scene[] LoadedScenes;
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        /// <summary>
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        /// Scenes which were skipped because they were already loaded.
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        /// </summary>
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        public readonly string[] SkippedSceneNames;
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        /// <summary>
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        /// Scenes which were unloaded.
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        /// </summary>
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        public readonly string[] UnloadedSceneNames;
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        internal SceneLoadEndEventArgs(LoadQueueData lqd, string[] skipped, Scene[] loaded, string[] unloadedSceneNames)
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        {
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            QueueData = lqd;
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            SkippedSceneNames = skipped;
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            LoadedScenes = loaded;
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            UnloadedSceneNames = unloadedSceneNames;
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        }
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    }
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}
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