using Cyber.Entities.SyncBases; using UnityEngine.Networking; namespace Cyber.Networking.Serverside { /// /// Represents a player on the server. This class is used by the server. /// The S stands for "Server". /// public class SConnectedPlayer { /// /// The player's connection ID. /// public readonly NetworkConnection Connection; /// /// The player's controlled character /// public Character Character; /// /// Create a connected player and give it a connection; /// /// The player's connection public SConnectedPlayer(NetworkConnection connectionID) { Connection = connectionID; } } }