#if ENABLE_UNET using System; namespace UnityEngine.Networking { [Serializable] public struct NetworkInstanceId { public NetworkInstanceId(uint value) { m_Value = value; } [SerializeField] readonly 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 NetworkInstanceId && this == (NetworkInstanceId)obj; } public static bool operator==(NetworkInstanceId c1, NetworkInstanceId c2) { return c1.m_Value == c2.m_Value; } public static bool operator!=(NetworkInstanceId c1, NetworkInstanceId c2) { return c1.m_Value != c2.m_Value; } public override string ToString() { return m_Value.ToString(); } public uint Value { get { return m_Value; } } public static NetworkInstanceId Invalid = new NetworkInstanceId(uint.MaxValue); internal static NetworkInstanceId Zero = new NetworkInstanceId(0); } } #endif