using System;
namespace UnityEngine.Networking
{
///
/// This is used to identify networked objects in a scene. These values are allocated in the editor and are persistent for the lifetime of the object in the scene.
///
[Serializable]
[Obsolete("The high level API classes are deprecated and will be removed in the future.")]
public struct NetworkSceneId : IEquatable
{
public NetworkSceneId(uint value)
{
m_Value = value;
}
[SerializeField]
uint m_Value;
///
/// Returns true if the value is zero. Non-scene objects - ones which are spawned at runtime will have a sceneId of zero.
///
/// True if zero.
public bool IsEmpty()
{
return m_Value == 0;
}
public override int GetHashCode()
{
return (int)m_Value;
}
public override bool Equals(object obj)
{
return obj is NetworkSceneId && Equals((NetworkSceneId)obj);
}
public bool Equals(NetworkSceneId other)
{
return this == other;
}
public static bool operator==(NetworkSceneId c1, NetworkSceneId c2)
{
return c1.m_Value == c2.m_Value;
}
public static bool operator!=(NetworkSceneId c1, NetworkSceneId c2)
{
return c1.m_Value != c2.m_Value;
}
///
/// Returns a string like SceneId:value.
///
/// String representation of this object.
public override string ToString()
{
return m_Value.ToString();
}
///
/// The internal value for this object.
///
public uint Value { get { return m_Value; } }
}
}