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