forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			74 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			74 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using System;
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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 unload start.
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    /// </summary>
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    public struct SceneUnloadStartEventArgs
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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 UnloadQueueData QueueData;
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        internal SceneUnloadStartEventArgs(UnloadQueueData sqd)
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        {
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            QueueData = sqd;
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        }
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    }
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    /// <summary>
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    /// Data container about a scene unload end.
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    /// </summary>
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    public struct SceneUnloadEndEventArgs
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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 UnloadQueueData QueueData;
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        /// <summary>
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        /// Handles of scenes which were successfully unloaded.
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        /// </summary>
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        [Obsolete("Use UnloadedScenesV2")]
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        public int[] UnloadedSceneHandles;
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        /// <summary>
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        /// Names of scenes which were successfully unloaded.
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        /// </summary>
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        [Obsolete("Use UnloadedScenesV2")]
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        public string[] UnloadedSceneNames;
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        /// <summary>
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        /// Scenes which were successfully unloaded.
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        /// This collection may be populated with empty scenes depending on engine version.
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        /// </summary>
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        public List<Scene> UnloadedScenes;
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        /// <summary>
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        /// Unloaded scenes with names and handles cached.
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        /// This will be renamed as UnloadedScenes in Fish-Networking version 4.
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        /// </summary>
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        public List<UnloadedScene> UnloadedScenesV2;
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        internal SceneUnloadEndEventArgs(UnloadQueueData sqd, List<Scene> unloadedScenes, List<UnloadedScene> newUnloadedScenes)
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        {
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            QueueData = sqd;
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            UnloadedScenes = unloadedScenes;
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            UnloadedScenesV2 = newUnloadedScenes;
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#pragma warning disable CS0618 // Type or member is obsolete
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            UnloadedSceneNames = new string[newUnloadedScenes.Count];
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            UnloadedSceneHandles = new int[newUnloadedScenes.Count];            
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            for (int i = 0; i < newUnloadedScenes.Count; i++)
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            {
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                UnloadedSceneNames[i] = newUnloadedScenes[i].Name;
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                UnloadedSceneHandles[i] = newUnloadedScenes[i].Handle;
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            }
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#pragma warning restore CS0618
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        }
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    }
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} |