using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Unity.Netcode
{
///
/// Used to override the LoadSceneAsync and UnloadSceneAsync methods called
/// within the NetworkSceneManager.
///
internal interface ISceneManagerHandler
{
AsyncOperation LoadSceneAsync(string sceneName, LoadSceneMode loadSceneMode, SceneEventProgress sceneEventProgress);
AsyncOperation UnloadSceneAsync(Scene scene, SceneEventProgress sceneEventProgress);
void PopulateLoadedScenes(ref Dictionary scenesLoaded, NetworkManager networkManager = null);
Scene GetSceneFromLoadedScenes(string sceneName, NetworkManager networkManager = null);
bool DoesSceneHaveUnassignedEntry(string sceneName, NetworkManager networkManager = null);
void StopTrackingScene(int handle, string name, NetworkManager networkManager = null);
void StartTrackingScene(Scene scene, bool assigned, NetworkManager networkManager = null);
void ClearSceneTracking(NetworkManager networkManager = null);
void UnloadUnassignedScenes(NetworkManager networkManager = null);
void MoveObjectsFromSceneToDontDestroyOnLoad(ref NetworkManager networkManager, Scene scene);
void SetClientSynchronizationMode(ref NetworkManager networkManager, LoadSceneMode mode);
bool ClientShouldPassThrough(string sceneName, bool isPrimaryScene, LoadSceneMode clientSynchronizationMode, NetworkManager networkManager);
bool IsIntegrationTest();
}
}