using QuantumUNET.Components; using UnityEngine; namespace QuantumUNET { public class QSBPlayerController { public short PlayerControllerId = -1; public QSBNetworkIdentity UnetView; public GameObject Gameobject; public const int MaxPlayersPerClient = 32; public bool IsValid => PlayerControllerId != -1; internal const short kMaxLocalPlayers = 8; public QSBPlayerController() { } internal QSBPlayerController(GameObject go, short playerControllerId) { Gameobject = go; UnetView = go.GetComponent(); PlayerControllerId = playerControllerId; } public override string ToString() { return string.Format("ID={0} NetworkIdentity NetID={1} Player={2}", new object[] { PlayerControllerId, UnetView == null ? "null" : UnetView.NetId.ToString(), Gameobject == null ? "null" : Gameobject.name }); } } }