34 lines
886 B
C#
34 lines
886 B
C#
using FishNet.Connection;
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using UnityEngine.SceneManagement;
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namespace FishNet.Managing.Scened
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{
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/// <summary>
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/// Data container about a scene presence change for a client.
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/// </summary>
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public struct ClientPresenceChangeEventArgs
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{
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/// <summary>
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/// Scene on the server which the client's presence has changed.
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/// </summary>
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public Scene Scene;
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/// <summary>
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/// Connection to client.
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/// </summary>
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public NetworkConnection Connection;
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/// <summary>
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/// True if the client was added to the scene, false is removed.
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/// </summary>
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public bool Added;
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internal ClientPresenceChangeEventArgs(Scene scene, NetworkConnection conn, bool added)
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{
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Scene = scene;
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Connection = conn;
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Added = added;
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}
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}
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} |