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24 行
601 B

using System;
using UnityEngine;
using Unity.Entities;
// Component specifies that entity is on server or is predicted
public struct ServerEntity : IComponentData
{
public int foo;
}
public class LocalPlayer : MonoBehaviour
{
public int playerId = -1;
public PlayerState playerState;
public NetworkClient networkClient;
public UserCommand command = UserCommand.defaultCommand;
public TickStateDenseBuffer<UserCommand> commandBuffer = new TickStateDenseBuffer<UserCommand>(NetworkConfig.commandClientBufferSize);
public Entity controlledEntity;
}