using System; using UnityEngine; namespace QuantumUNET { [Serializable] public struct QNetworkSceneId { [SerializeField] private uint m_Value; public QNetworkSceneId(uint value) => m_Value = value; public bool IsEmpty() => m_Value == 0U; public override int GetHashCode() => (int)m_Value; public override bool Equals(object obj) => obj is QNetworkSceneId id && this == id; public static bool operator ==(QNetworkSceneId c1, QNetworkSceneId c2) => c1.m_Value == c2.m_Value; public static bool operator !=(QNetworkSceneId c1, QNetworkSceneId c2) => c1.m_Value != c2.m_Value; public override string ToString() => m_Value.ToString(); public uint Value => m_Value; } }