fishnet installed
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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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}
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fileFormatVersion: 2
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guid: fa91039d4ab1c6445af72881af122b0a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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using System.Collections.Generic;
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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 load start.
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/// </summary>
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public struct SceneLoadStartEventArgs
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{
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/// <summary>
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/// Queue data used by the current scene action.
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/// </summary>
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public readonly LoadQueueData QueueData;
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internal SceneLoadStartEventArgs(LoadQueueData lqd)
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{
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QueueData = lqd;
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}
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}
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/// <summary>
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/// Data container about a scene load percent change.
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/// </summary>
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public struct SceneLoadPercentEventArgs
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{
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/// <summary>
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/// Queue data used by the current scene action.
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/// </summary>
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public readonly LoadQueueData QueueData;
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/// <summary>
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/// Percentage of change completion. 1f is equal to 100% complete.
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/// </summary>
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public readonly float Percent;
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internal SceneLoadPercentEventArgs(LoadQueueData lqd, float percent)
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{
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QueueData = lqd;
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Percent = percent;
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}
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}
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/// <summary>
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/// Data container about a scene load end.
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/// </summary>
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public struct SceneLoadEndEventArgs
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{
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/// <summary>
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/// Queue data used by the current scene action.
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/// </summary>
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public readonly LoadQueueData QueueData;
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/// <summary>
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/// Scenes which were loaded.
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/// </summary>
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public readonly Scene[] LoadedScenes;
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/// <summary>
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/// Scenes which were skipped because they were already loaded.
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/// </summary>
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public readonly string[] SkippedSceneNames;
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/// <summary>
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/// Scenes which were unloaded.
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/// </summary>
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public readonly string[] UnloadedSceneNames;
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internal SceneLoadEndEventArgs(LoadQueueData lqd, string[] skipped, Scene[] loaded, string[] unloadedSceneNames)
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{
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QueueData = lqd;
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SkippedSceneNames = skipped;
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LoadedScenes = loaded;
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UnloadedSceneNames = unloadedSceneNames;
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}
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}
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}
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fileFormatVersion: 2
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guid: 86278568f8087de49b0908f148501993
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,74 @@
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using System;
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using System.Collections.Generic;
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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 unload start.
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/// </summary>
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public struct SceneUnloadStartEventArgs
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{
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/// <summary>
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/// Queue data used by the current scene action.
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/// </summary>
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public readonly UnloadQueueData QueueData;
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internal SceneUnloadStartEventArgs(UnloadQueueData sqd)
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{
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QueueData = sqd;
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}
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}
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/// <summary>
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/// Data container about a scene unload end.
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/// </summary>
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public struct SceneUnloadEndEventArgs
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{
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/// <summary>
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/// Queue data used by the current scene action.
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/// </summary>
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public readonly UnloadQueueData QueueData;
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/// <summary>
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/// Handles of scenes which were successfully unloaded.
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/// </summary>
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[Obsolete("Use UnloadedScenesV2")]
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public int[] UnloadedSceneHandles;
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/// <summary>
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/// Names of scenes which were successfully unloaded.
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/// </summary>
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[Obsolete("Use UnloadedScenesV2")]
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public string[] UnloadedSceneNames;
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/// <summary>
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/// Scenes which were successfully unloaded.
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/// This collection may be populated with empty scenes depending on engine version.
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/// </summary>
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public List<Scene> UnloadedScenes;
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/// <summary>
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/// Unloaded scenes with names and handles cached.
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/// This will be renamed as UnloadedScenes in Fish-Networking version 4.
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/// </summary>
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public List<UnloadedScene> UnloadedScenesV2;
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internal SceneUnloadEndEventArgs(UnloadQueueData sqd, List<Scene> unloadedScenes, List<UnloadedScene> newUnloadedScenes)
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{
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QueueData = sqd;
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UnloadedScenes = unloadedScenes;
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UnloadedScenesV2 = newUnloadedScenes;
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#pragma warning disable CS0618 // Type or member is obsolete
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UnloadedSceneNames = new string[newUnloadedScenes.Count];
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UnloadedSceneHandles = new int[newUnloadedScenes.Count];
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for (int i = 0; i < newUnloadedScenes.Count; i++)
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{
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UnloadedSceneNames[i] = newUnloadedScenes[i].Name;
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UnloadedSceneHandles[i] = newUnloadedScenes[i].Handle;
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}
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#pragma warning restore CS0618
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}
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}
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}
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 2c24765fea85b564aa331b529f324f92
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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assetBundleVariant:
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