Add StickGame Assets

This commit is contained in:
Dzejkobik007
2024-03-24 22:21:16 +01:00
parent 5a5812c0c7
commit 6c8b523d1f
6643 changed files with 596260 additions and 0 deletions

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using FishNet.Connection;
using FishNet.Utility.Constant;
using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo(UtilityConstants.GENERATED_ASSEMBLY_NAME)]
namespace FishNet.Managing.Scened
{
/// <summary>
/// Data generated when loading a scene.
/// </summary>
public class LoadQueueData
{
/// <summary>
/// Clients which receive this SceneQueueData. If Networked, all clients do. If Connections, only the specified Connections do.
/// </summary>
[System.NonSerialized]
public SceneScopeType ScopeType;
/// <summary>
/// Connections to load scenes for. Only valid on the server and when ScopeType is Connections.
/// </summary>
[System.NonSerialized]
public NetworkConnection[] Connections = new NetworkConnection[0];
/// <summary>
/// SceneLoadData to use.
/// </summary>
public SceneLoadData SceneLoadData = null;
/// <summary>
/// Current global scenes.
/// </summary>
public string[] GlobalScenes = new string[0];
/// <summary>
/// True if to iterate this queue data as server.
/// </summary>
[System.NonSerialized]
public readonly bool AsServer;
public LoadQueueData() { }
internal LoadQueueData(SceneScopeType scopeType, NetworkConnection[] conns, SceneLoadData sceneLoadData, string[] globalScenes, bool asServer)
{
ScopeType = scopeType;
Connections = conns;
SceneLoadData = sceneLoadData;
GlobalScenes = globalScenes;
AsServer = asServer;
}
}
}