22 lines
588 B
C#

using QSB.ShipSync.TransformSync;
using QSB.Utility.LinkedWorldObject;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace QSB.ShipSync.WorldObjects;
internal class QSBShipDetachableLeg : LinkedWorldObject<ShipDetachableLeg, ShipLegTransformSync>
{
protected override GameObject NetworkObjectPrefab => QSBNetworkManager.singleton.ShipLegPrefab;
protected override bool SpawnWithServerOwnership => true;
public override void SendInitialState(uint to)
{
// todo SendInitialState?
}
}