using UnityEngine; using NeonTea.Quakeball.Players; namespace NeonTea.Quakeball.Networking { public class NetPlayer { public ulong Id { get { return Id; } set { Id = value; if (Controlled != null) { Controlled.NetId = Id; } } } public Player Controlled { get { return Controlled; } set { Controlled = value; Controlled.NetId = Id; } } public bool Unsynced = false; public float Ping = 0; public NetPlayer(ulong id, Player obj = null) { Id = id; Controlled = obj; } } }