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;
}
}
}