forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			258 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			258 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
#if UNITY_2020_3_OR_NEWER && UNITY_EDITOR_WIN
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using FishNet.CodeAnalysis.Annotations;
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#endif
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using FishNet.Component.ColliderRollback;
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using FishNet.Connection;
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using FishNet.Managing;
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using FishNet.Managing.Client;
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using FishNet.Managing.Observing;
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using FishNet.Managing.Predicting;
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using FishNet.Managing.Scened;
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using FishNet.Managing.Server;
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using FishNet.Managing.Timing;
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using FishNet.Managing.Transporting;
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using FishNet.Observing;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace FishNet.Object
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{
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    public abstract partial class NetworkBehaviour : MonoBehaviour
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    {
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        /// <summary>
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        /// True if the NetworkObject for this NetworkBehaviour is deinitializing.
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        /// </summary>
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        public bool IsDeinitializing => _networkObjectCache.IsDeinitializing;
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        /// <summary>
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        /// NetworkManager for this object.
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        /// </summary>
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        public NetworkManager NetworkManager => _networkObjectCache.NetworkManager;
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        /// <summary>
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        /// ServerManager for this object.
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        /// </summary>
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        public ServerManager ServerManager => _networkObjectCache.ServerManager;
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        /// <summary>
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        /// ClientManager for this object.
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        /// </summary>
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        public ClientManager ClientManager => _networkObjectCache.ClientManager;
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        /// <summary>
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        /// ObserverManager for this object.
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        /// </summary>
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        public ObserverManager ObserverManager => _networkObjectCache.ObserverManager;
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        /// <summary>
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        /// TransportManager for this object.
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        /// </summary>
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        public TransportManager TransportManager => _networkObjectCache.TransportManager;
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        /// <summary>
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        /// TimeManager for this object.
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        /// </summary>
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        public TimeManager TimeManager => _networkObjectCache.TimeManager;
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        /// <summary>
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        /// SceneManager for this object.
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        /// </summary>
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        public SceneManager SceneManager => _networkObjectCache.SceneManager;
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        /// <summary>
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        /// PredictionManager for this object.
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        /// </summary>
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        public PredictionManager PredictionManager => _networkObjectCache.PredictionManager;
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        /// <summary>
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        /// RollbackManager for this object.
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        /// </summary>
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        public RollbackManager RollbackManager => _networkObjectCache.RollbackManager;
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        /// <summary>
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        /// NetworkObserver on this object.
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        /// </summary>
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        public NetworkObserver NetworkObserver => _networkObjectCache.NetworkObserver;
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        /// <summary>
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        /// True if the client is active and authenticated.
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        /// </summary>
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        public bool IsClient => _networkObjectCache.IsClient;
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        /// <summary>
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        /// True if only the client is active and authenticated.
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        /// </summary>
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        public bool IsClientOnly => _networkObjectCache.IsClientOnly;
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        /// <summary>
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        /// True if server is active.
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        /// </summary>
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        public bool IsServer => _networkObjectCache.IsServer;
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        /// <summary>
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        /// True if only the server is active.
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        /// </summary>
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        public bool IsServerOnly => _networkObjectCache.IsServerOnly;
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        /// <summary>
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        /// True if client and server are active.
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        /// </summary>
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        public bool IsHost => _networkObjectCache.IsHost;
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        /// <summary>
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        /// True if client nor server are active.
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        /// </summary>
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        public bool IsOffline => _networkObjectCache.IsOffline;
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        /// <summary>
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        /// Observers for this NetworkBehaviour.
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        /// </summary>
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        public HashSet<NetworkConnection> Observers => _networkObjectCache.Observers;
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        /// <summary>
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        /// True if the local client is the owner of this object.
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        /// </summary>
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#if UNITY_2020_3_OR_NEWER && UNITY_EDITOR_WIN
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        [PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "OnStartServer", "")]
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        [PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "OnStartNetwork", " Use base.Owner.IsLocalClient instead.")]
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        [PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Awake", "")]
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        [PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Start", "")]
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#endif
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        public bool IsOwner => _networkObjectCache.IsOwner;
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        /// <summary>
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        /// Owner of this object.
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        /// </summary>
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        public NetworkConnection Owner
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        {
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            get
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            {
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                //Ensures a null Owner is never returned.
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                if (_networkObjectCache == null)
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                    return FishNet.Managing.NetworkManager.EmptyConnection;
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                return _networkObjectCache.Owner;
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            }
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        }
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        /// <summary>
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        /// ClientId for this NetworkObject owner.
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        /// </summary>
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        public int OwnerId => _networkObjectCache.OwnerId;
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        /// <summary>
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        /// Unique Id for this _networkObjectCache. This does not represent the object owner.
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        /// </summary>
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        public int ObjectId => _networkObjectCache.ObjectId;
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        /// <summary>
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        /// The local connection of the client calling this method.
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        /// </summary>
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        public NetworkConnection LocalConnection => _networkObjectCache.LocalConnection;
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        /// <summary>
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        /// Returns if a connection is the owner of this object.
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        /// </summary>
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        /// <param name="connection"></param>
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        /// <returns></returns>
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        public bool OwnerMatches(NetworkConnection connection)
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        {
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            return (_networkObjectCache.Owner == connection);
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        }
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        /// <summary>
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        /// Despawns a GameObject. Only call from the server.
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        /// </summary>
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        /// <param name="go">GameObject to despawn.</param>
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        /// <param name="despawnType">What happens to the object after being despawned.</param>
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        public void Despawn(GameObject go, DespawnType? despawnType = null)
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        {
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            if (!IsNetworkObjectNull(true))
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                _networkObjectCache.Despawn(go, despawnType);
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        }
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        /// <summary>
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        /// Despawns  a NetworkObject. Only call from the server.
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        /// </summary>
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        /// <param name="nob">NetworkObject to despawn.</param>
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        /// <param name="despawnType">What happens to the object after being despawned.</param>
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        public void Despawn(NetworkObject nob, DespawnType? despawnType = null)
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        {
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            if (!IsNetworkObjectNull(true))
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                _networkObjectCache.Despawn(nob, despawnType);
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        }
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        /// <summary>
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        /// Despawns this _networkObjectCache. Can only be called on the server.
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        /// </summary>
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        /// <param name="despawnType">What happens to the object after being despawned.</param>
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        public void Despawn(DespawnType? despawnType = null)
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        {
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            if (!IsNetworkObjectNull(true))
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                _networkObjectCache.Despawn(despawnType);
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        }
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        /// <summary>
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        /// Spawns an object over the network. Can only be called on the server.
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        /// </summary>
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        /// <param name="go">GameObject instance to spawn.</param>
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        /// <param name="ownerConnection">Connection to give ownership to.</param>
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        public void Spawn(GameObject go, NetworkConnection ownerConnection = null)
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        {
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            if (IsNetworkObjectNull(true))
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                return;
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            _networkObjectCache.Spawn(go, ownerConnection);
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        }
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        /// <summary>
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        /// Spawns an object over the network. Can only be called on the server.
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        /// </summary>
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        /// <param name="nob">GameObject instance to spawn.</param>
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        /// <param name="ownerConnection">Connection to give ownership to.</param>
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        public void Spawn(NetworkObject nob, NetworkConnection ownerConnection = null)
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        {
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            if (IsNetworkObjectNull(true))
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                return;
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            _networkObjectCache.Spawn(nob, ownerConnection);
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        }
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        /// <summary>
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        /// Returns if NetworkObject is null.
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        /// </summary>
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        /// <param name="warn">True to throw a warning if null.</param>
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        /// <returns></returns>
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        private bool IsNetworkObjectNull(bool warn)
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        {
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            bool isNull = (_networkObjectCache == null);
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            if (isNull && warn)
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                NetworkManager.LogWarning($"NetworkObject is null. This can occur if this object is not spawned, or initialized yet.");
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            return isNull;
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        }
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        /// <summary>
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        /// Removes ownership from all clients.
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        /// </summary>
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        public void RemoveOwnership()
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        {
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            _networkObjectCache.GiveOwnership(null, true);
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        }
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        /// <summary>
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        /// Gives ownership to newOwner.
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        /// </summary>
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        /// <param name="newOwner"></param>
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        public void GiveOwnership(NetworkConnection newOwner)
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        {
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            _networkObjectCache.GiveOwnership(newOwner, true);
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        }
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        #region Registered components
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        /// <summary>
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        /// Invokes an action when a specified component becomes registered. Action will invoke immediately if already registered.
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        /// </summary>
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        /// <typeparam name="T">Component type.</typeparam>
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        /// <param name="handler">Action to invoke.</param>
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        public void RegisterInvokeOnInstance<T>(Action<UnityEngine.Component> handler) where T : UnityEngine.Component => _networkObjectCache.RegisterInvokeOnInstance<T>(handler);
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        /// <summary>
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        /// Removes an action to be invoked when a specified component becomes registered.
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        /// </summary>
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        /// <typeparam name="T">Component type.</typeparam>
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        /// <param name="handler">Action to invoke.</param>
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        public void UnregisterInvokeOnInstance<T>(Action<UnityEngine.Component> handler) where T : UnityEngine.Component => _networkObjectCache.UnregisterInvokeOnInstance<T>(handler);
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        /// <summary>
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        /// Returns class of type if found within CodegenBase classes.
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        /// </summary>
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        /// <typeparam name="T"></typeparam>
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        /// <returns></returns>
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        public T GetInstance<T>() where T : UnityEngine.Component => _networkObjectCache.GetInstance<T>();
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        /// <summary>
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        /// Registers a new component to this NetworkManager.
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        /// </summary>
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        /// <typeparam name="T">Type to register.</typeparam>
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        /// <param name="component">Reference of the component being registered.</param>
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        /// <param name="replace">True to replace existing references.</param>
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        public void RegisterInstance<T>(T component, bool replace = true) where T : UnityEngine.Component => _networkObjectCache.RegisterInstance<T>(component, replace);
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        /// <summary>
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        /// Unregisters a component from this NetworkManager.
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        /// </summary>
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        /// <typeparam name="T">Type to unregister.</typeparam>
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        public void UnregisterInstance<T>() where T : UnityEngine.Component => _networkObjectCache.UnregisterInstance<T>();
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        #endregion
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    }
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} |