using System.Collections.Generic; using UnityEngine.SceneManagement; namespace FishNet.Managing.Scened { /// /// Data container about a scene load start. /// public struct SceneLoadStartEventArgs { /// /// Queue data used by the current scene action. /// public readonly LoadQueueData QueueData; internal SceneLoadStartEventArgs(LoadQueueData lqd) { QueueData = lqd; } } /// /// Data container about a scene load percent change. /// public struct SceneLoadPercentEventArgs { /// /// Queue data used by the current scene action. /// public readonly LoadQueueData QueueData; /// /// Percentage of change completion. 1f is equal to 100% complete. /// public readonly float Percent; internal SceneLoadPercentEventArgs(LoadQueueData lqd, float percent) { QueueData = lqd; Percent = percent; } } /// /// Data container about a scene load end. /// public struct SceneLoadEndEventArgs { /// /// Queue data used by the current scene action. /// public readonly LoadQueueData QueueData; /// /// Scenes which were loaded. /// public readonly Scene[] LoadedScenes; /// /// Scenes which were skipped because they were already loaded. /// public readonly string[] SkippedSceneNames; /// /// Scenes which were unloaded. /// public readonly string[] UnloadedSceneNames; internal SceneLoadEndEventArgs(LoadQueueData lqd, string[] skipped, Scene[] loaded, string[] unloadedSceneNames) { QueueData = lqd; SkippedSceneNames = skipped; LoadedScenes = loaded; UnloadedSceneNames = unloadedSceneNames; } } }