NetworkSceneId.cs
1.88 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
using System;
namespace UnityEngine.Networking
{
/// <summary>
/// This is used to identify networked objects in a scene. These values are allocated in the editor and are persistent for the lifetime of the object in the scene.
/// </summary>
[Serializable]
[Obsolete("The high level API classes are deprecated and will be removed in the future.")]
public struct NetworkSceneId : IEquatable<NetworkSceneId>
{
public NetworkSceneId(uint value)
{
m_Value = value;
}
[SerializeField]
uint m_Value;
/// <summary>
/// Returns true if the value is zero. Non-scene objects - ones which are spawned at runtime will have a sceneId of zero.
/// </summary>
/// <returns>True if zero.</returns>
public bool IsEmpty()
{
return m_Value == 0;
}
public override int GetHashCode()
{
return (int)m_Value;
}
public override bool Equals(object obj)
{
return obj is NetworkSceneId && Equals((NetworkSceneId)obj);
}
public bool Equals(NetworkSceneId other)
{
return this == other;
}
public static bool operator==(NetworkSceneId c1, NetworkSceneId c2)
{
return c1.m_Value == c2.m_Value;
}
public static bool operator!=(NetworkSceneId c1, NetworkSceneId c2)
{
return c1.m_Value != c2.m_Value;
}
/// <summary>
/// Returns a string like SceneId:value.
/// </summary>
/// <returns>String representation of this object.</returns>
public override string ToString()
{
return m_Value.ToString();
}
/// <summary>
/// The internal value for this object.
/// </summary>
public uint Value { get { return m_Value; } }
}
}