上传YomovSDK
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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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