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using System.Collections.Generic;
namespace Unity.Netcode
{
/// <summary>
/// A NetworkClient
/// </summary>
public class NetworkClient
{
/// <summary>
/// The ClientId of the NetworkClient
/// </summary>
public ulong ClientId;
/// <summary>
/// The PlayerObject of the Client
/// </summary>
public NetworkObject PlayerObject;
/// <summary>
/// The NetworkObject's owned by this Client
/// </summary>
public List<NetworkObject> OwnedObjects
{
get
{
if (PlayerObject != null && PlayerObject.NetworkManager != null && PlayerObject.NetworkManager.IsListening)
{
return PlayerObject.NetworkManager.SpawnManager.GetClientOwnedObjects(ClientId);
}
return new List<NetworkObject>();
}
}
}
}