using UnityEngine; namespace VelNetUnity { /// /// This is a base class for all objects that a player can instantiated/owned /// public abstract class NetworkObject : MonoBehaviour { [Header("NetworkObject properties")] public NetworkPlayer owner; public bool IsMine => owner !=null && owner.isLocal; /// /// 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 networkId; /// /// This may be empty if it's not a prefab (scene object) /// public string prefabName; public bool isSceneObject; public abstract void HandleMessage(string identifier, byte[] message); } }