using System;
using MLAPI.Logging;
using UnityEngine;
namespace MLAPI.Configuration
{
///
/// A class that represents a NetworkPrefab
///
[Serializable]
public class NetworkPrefab
{
internal ulong Hash
{
get
{
if (Prefab == null)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} is not assigned");
}
return 0;
}
var networkObject = Prefab.GetComponent();
if (networkObject == null)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {Prefab.name} does not have a {nameof(NetworkObject)}");
}
return 0;
}
return networkObject.PrefabHash;
}
}
///
/// The gameobject of the prefab
///
public GameObject Prefab;
///
/// Whether or not this is a playerPrefab
///
public bool PlayerPrefab;
}
}