using FishNet.Connection;
using FishNet.Utility.Constant;
using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo(UtilityConstants.GENERATED_ASSEMBLY_NAME)]
namespace FishNet.Managing.Scened
{
///
/// Data generated when loading a scene.
///
public class LoadQueueData
{
///
/// Clients which receive this SceneQueueData. If Networked, all clients do. If Connections, only the specified Connections do.
///
[System.NonSerialized]
public SceneScopeType ScopeType;
///
/// Connections to load scenes for. Only valid on the server and when ScopeType is Connections.
///
[System.NonSerialized]
public NetworkConnection[] Connections = new NetworkConnection[0];
///
/// SceneLoadData to use.
///
public SceneLoadData SceneLoadData = null;
///
/// Current global scenes.
///
public string[] GlobalScenes = new string[0];
///
/// True if to iterate this queue data as server.
///
[System.NonSerialized]
public readonly bool AsServer;
public LoadQueueData() { }
internal LoadQueueData(SceneScopeType scopeType, NetworkConnection[] conns, SceneLoadData sceneLoadData, string[] globalScenes, bool asServer)
{
ScopeType = scopeType;
Connections = conns;
SceneLoadData = sceneLoadData;
GlobalScenes = globalScenes;
AsServer = asServer;
}
}
}