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