fishnet installed
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using FishNet.Connection;
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using FishNet.Managing;
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using FishNet.Managing.Logging;
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using FishNet.Managing.Server;
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using FishNet.Object;
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using FishNet.Object.Synchronizing;
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using UnityEngine;
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namespace FishNet.Component.Ownership
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{
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/// <summary>
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/// Adding this component allows any client to take ownership of the object and begin modifying it immediately.
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/// </summary>
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public class PredictedOwner : NetworkBehaviour
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{
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#region Public.
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/// <summary>
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/// True if the local client used TakeOwnership and is awaiting an ownership change.
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/// </summary>
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public bool TakingOwnership { get; private set; }
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/// <summary>
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/// Owner on client prior to taking ownership. This can be used to reverse a failed ownership attempt.
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/// </summary>
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public NetworkConnection PreviousOwner { get; private set; } = NetworkManager.EmptyConnection;
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#endregion
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#region Serialized.
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/// <summary>
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/// True if to enable this component.
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/// </summary>
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[Tooltip("True if to enable this component.")]
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[SyncVar(SendRate = 0f)]
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[SerializeField]
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private bool _allowTakeOwnership = true;
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/// <summary>
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/// Sets the next value for AllowTakeOwnership and synchronizes it.
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/// Only the server may use this method.
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/// </summary>
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/// <param name="value">Next value to use.</param>
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[Server]
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public void SetAllowTakeOwnership(bool value) => _allowTakeOwnership = value;
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#endregion
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/// <summary>
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/// Called on the client after gaining or losing ownership.
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/// </summary>
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/// <param name="prevOwner">Previous owner of this object.</param>
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public override void OnOwnershipClient(NetworkConnection prevOwner)
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{
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base.OnOwnershipClient(prevOwner);
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/* Unset taken ownership either way.
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* If the new owner it won't be used,
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* if no longer owner then another client
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* took it. */
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TakingOwnership = false;
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PreviousOwner = base.Owner;
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}
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/// <summary>
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/// Takes ownership of this object to the local client and allows immediate control.
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/// </summary>
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[Client]
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public virtual void TakeOwnership()
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{
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if (!_allowTakeOwnership)
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return;
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//Already owner.
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if (base.IsOwner)
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return;
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NetworkConnection c = base.ClientManager.Connection;
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TakingOwnership = true;
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//If not server go through the server.
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if (!base.IsServer)
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{
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base.NetworkObject.SetLocalOwnership(c);
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ServerTakeOwnership();
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}
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//Otherwise take directly without rpcs.
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else
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{
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OnTakeOwnership(c);
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}
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}
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/// <summary>
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/// Takes ownership of this object.
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/// </summary>
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[ServerRpc(RequireOwnership = false)]
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private void ServerTakeOwnership(NetworkConnection caller = null)
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{
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OnTakeOwnership(caller);
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}
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/// <summary>
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/// Called on the server when a client tries to take ownership of this object.
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/// </summary>
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/// <param name="caller">Connection trying to take ownership.</param>
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[Server]
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protected virtual void OnTakeOwnership(NetworkConnection caller)
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{
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//Client somehow disconnected between here and there.
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if (!caller.IsActive)
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return;
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//Feature is not enabled.
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if (!_allowTakeOwnership)
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return;
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//Already owner.
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if (caller == base.Owner)
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return;
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base.GiveOwnership(caller);
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/* No need to send a response back because an ownershipchange will handle changes.
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* Although if you were to override with this your own behavior
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* you could send responses for approved/denied. */
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 03002f7d324007e41b10a9dc87ed3c38
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {fileID: 2800000, guid: bf9191e2e07d29749bca3a1ae44e4bc8, type: 3}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,96 @@
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using FishNet.Connection;
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using FishNet.Object;
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using UnityEngine;
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namespace FishNet.Component.Ownership
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{
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/// <summary>
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/// Adding this component allows any client to use predictive spawning on this prefab.
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/// </summary>
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public class PredictedSpawn : NetworkBehaviour
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{
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#region Serialized.
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/// <summary>
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/// True to allow clients to predicted spawn this object.
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/// </summary>
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public bool GetAllowSpawning() => _allowSpawning;
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/// <summary>
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/// Sets to allow predicted spawning. This must be set on client and server.
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/// </summary>
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/// <param name="value">New value.</param>
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public void SetAllowSpawning(bool value) => _allowSpawning = value;
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[Tooltip("True to allow clients to predicted spawn this object.")]
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[SerializeField]
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private bool _allowSpawning = true;
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/// <summary>
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/// True to allow clients to predicted despawn this object.
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/// </summary>
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public bool GetAllowDespawning() => _allowDespawning;
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/// <summary>
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/// Sets to allow predicted despawning. This must be set on client and server.
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/// </summary>
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/// <param name="value">New value.</param>
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public void SetAllowDespawning(bool value) => _allowDespawning = value;
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[Tooltip("True to allow clients to predicted despawn this object.")]
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[SerializeField]
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private bool _allowDespawning = true;
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/// <summary>
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///
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/// </summary>
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[Tooltip("True to allow clients to predicted set syncTypes prior to spawning the item. Set values will be applied on the server and sent to other clients.")]
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[SerializeField]
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private bool _allowSyncTypes = true;
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/// <summary>
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/// True to allow clients to predicted set syncTypes prior to spawning the item. Set values will be applied on the server and sent to other clients.
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/// </summary>
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public bool GetAllowSyncTypes() => _allowSyncTypes;
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/// <summary>
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/// Sets to allow syncTypes. This must be set on client and server.
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/// </summary>
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/// <param name="value">New value.</param>
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public void SetAllowSyncTypes(bool value) => _allowSyncTypes = value;
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#endregion
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/// <summary>
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/// Called on the client when trying to predicted spawn this object.
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/// </summary>
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/// <param name="owner">Owner specified to spawn with.</param>
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/// <returns>True if able to spawn.</returns>
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public virtual bool OnTrySpawnClient(NetworkConnection owner = null)
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{
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return GetAllowSpawning();
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}
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/// <summary>
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/// Called on the server when a client tries to predicted spawn this object.
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/// </summary>
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/// <param name="spawner">Connection trying to predicted spawn this object.</param>
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/// <param name="owner">Owner specified to spawn with.</param>
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/// <returns>True if able to spawn.</returns>
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public virtual bool OnTrySpawnServer(NetworkConnection spawner, NetworkConnection owner = null)
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{
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return GetAllowSpawning();
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}
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/// <summary>
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/// Called on the client when trying to predicted spawn this object.
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/// </summary>
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/// <returns>True if able to despawn.</returns>
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public virtual bool OnTryDespawnClient()
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{
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return GetAllowDespawning();
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}
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/// <summary>
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/// Called on the server when a client tries to predicted despawn this object.
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/// </summary>
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/// <param name="despawner">Connection trying to predicted despawn this object.</param>
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/// <returns>True if able to despawn.</returns>
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public virtual bool OnTryDepawnServer(NetworkConnection despawner)
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{
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return GetAllowDespawning();
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: e2b597e1828355a4d994a69cbb11ef85
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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