29 lines
1.0 KiB
C#

using UnityEngine;
namespace QSB.WorldSync
{
public abstract class WorldObject<T> : IWorldObject
where T : MonoBehaviour
{
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})";
public virtual void Init() { }
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);
/// indicates that this won't become ready immediately
protected void StartDelayedReady() => QSBWorldSync._numObjectsReadying++;
/// indicates that this is now ready
protected void FinishDelayedReady() => QSBWorldSync._numObjectsReadying--;
}
}