using System;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace FishNet.Managing.Scened
{
///
/// Data container about a scene unload start.
///
public struct SceneUnloadStartEventArgs
{
///
/// Queue data used by the current scene action.
///
public readonly UnloadQueueData QueueData;
internal SceneUnloadStartEventArgs(UnloadQueueData sqd)
{
QueueData = sqd;
}
}
///
/// Data container about a scene unload end.
///
public struct SceneUnloadEndEventArgs
{
///
/// Queue data used by the current scene action.
///
public readonly UnloadQueueData QueueData;
///
/// Scenes which were successfully unloaded.
/// This collection may be populated with empty scenes depending on engine version.
///
public List UnloadedScenes;
internal SceneUnloadEndEventArgs(UnloadQueueData sqd, List unloadedScenes, List newUnloadedScenes)
{
QueueData = sqd;
UnloadedScenes = unloadedScenes;
}
}
}