quakeball/Assets/Scripts/Networking/NetPlayer.cs

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using UnityEngine;
using NeonTea.Quakeball.Game;
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using NeonTea.Quakeball.Players;
namespace NeonTea.Quakeball.Networking {
public class NetPlayer {
private Player _Controlled;
private ulong _Id;
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public ulong Id {
get { return _Id; }
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set {
_Id = value;
if (_Controlled != null) {
_Controlled.NetId = _Id;
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}
}
}
public Player Controlled {
get { return _Controlled; }
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set {
_Controlled = value;
if (_Controlled != null) {
_Controlled.NetId = _Id;
}
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}
}
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public string Nick;
public Team Team = Team.FreeForAll;
public bool Ready;
public bool ReadyAndSpawned => Ready && _Controlled != null;
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public bool Unsynced = false;
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public float Ping = 0;
public NetPlayer(ulong id, bool ready, Player obj = null) {
Id = id;
Controlled = obj;
Ready = ready;
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Nick = id.ToString();
}
}
}