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; } } }