#if ENABLE_UNET using System; namespace UnityEngine.Networking { [Serializable] public struct NetworkSceneId { public NetworkSceneId(uint value) { m_Value = value; } [SerializeField] uint m_Value; public bool IsEmpty() { return m_Value == 0; } public override int GetHashCode() { return (int)m_Value; } public override bool Equals(object obj) { return obj is NetworkSceneId && this == (NetworkSceneId)obj; } public static bool operator==(NetworkSceneId c1, NetworkSceneId c2) { return c1.m_Value == c2.m_Value; } public static bool operator!=(NetworkSceneId c1, NetworkSceneId c2) { return c1.m_Value != c2.m_Value; } public override string ToString() { return m_Value.ToString(); } public uint Value { get { return m_Value; } } } } #endif