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using Cysharp.Threading.Tasks;
using System.Threading;
using UnityEngine;
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namespace QSB.WorldSync;
public abstract class WorldObject<T> : IWorldObject
where T : MonoBehaviour
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{
public int ObjectId { get; init; }
MonoBehaviour IWorldObject.AttachedObject => AttachedObject;
public T AttachedObject { get; init; }
public string Name => AttachedObject ? AttachedObject.name : "<NullObject!>";
public override string ToString() => $"{ObjectId}:{GetType().Name} ({Name})";
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public virtual async UniTask Init(CancellationToken ct) { }
public virtual void OnRemoval() { }
public virtual bool ShouldDisplayDebug() => QSBWorldSync.AllObjectsReady && AttachedObject && AttachedObject.gameObject.activeInHierarchy;
public virtual string ReturnLabel() => ToString();
public virtual void DisplayLines() { }
public abstract void SendInitialState(uint to);
}