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;
}
}
}