using System.Collections; using System.Collections.Generic; using UnityEngine; /// /// This is a base class for all objects that a player can instantiated/owned /// public abstract class NetworkObject: MonoBehaviour, NetworkSyncable { public NetworkPlayer owner; public string networkId; //this is forged from the combination of the creator's id (-1 in the case of a scene object) and an object id, so it's always unique for a room public string prefabName; //this may be empty if it's not a prefab (scene object) public abstract byte[] getSyncMessage(); public abstract void handleSyncMessage(byte[] message); }