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; } } }