using FishNet.Connection;
using FishNet.Utility.Constant;
using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo(UtilityConstants.GENERATED_ASSEMBLY_NAME)]
namespace FishNet.Managing.Scened
{
///
/// Data generated when unloading a scene.
///
public class UnloadQueueData
{
///
/// Clients which receive this SceneQueueData. If Networked, all clients do. If Connections, only the specified Connections do.
///
[System.NonSerialized]
public readonly SceneScopeType ScopeType;
///
/// Connections to unload scenes for. Only valid on the server and when ScopeType is Connections.
///
[System.NonSerialized]
public NetworkConnection[] Connections;
///
/// SceneUnloadData to use.
///
public SceneUnloadData SceneUnloadData = 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 UnloadQueueData() { }
internal UnloadQueueData(SceneScopeType scopeType, NetworkConnection[] conns, SceneUnloadData sceneUnloadData, string[] globalScenes, bool asServer)
{
ScopeType = scopeType;
Connections = conns;
SceneUnloadData = sceneUnloadData;
GlobalScenes = globalScenes;
AsServer = asServer;
}
}
}