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using System;
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using NitroxModel.DataStructures.GameLogic.Entities.Metadata;
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using System.Collections.Generic;
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using System.Runtime.Serialization;
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using BinaryPack.Attributes;
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namespace NitroxModel.DataStructures.GameLogic.Entities
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{
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/*
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* A PrefabChildEntity is a gameobject that resides inside of a spawned prefab. Although the server knows about these,
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* it is too cost prohibitive for it to send spawn data for all of these. Instead, we let the game spawn them and tag
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* the entity after the fact. An example of this is a keypad in the aurora; there is an overarching Door prefab with
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* the keypad baked in - we simply update the id of the keypad on spawn. Each PrefabChildEntity will always bubble up
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* to a root WorldEntity.
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*/
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[Serializable]
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[DataContract]
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public class PrefabChildEntity : Entity
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{
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[DataMember(Order = 1)]
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public int ComponentIndex { get; set; }
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[DataMember(Order = 2)]
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public string ClassId { get; set; }
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[IgnoreConstructor]
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protected PrefabChildEntity()
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{
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// Constructor for serialization. Has to be "protected" for json serialization.
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}
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public PrefabChildEntity(NitroxId id, string classId, NitroxTechType techType, int componentIndex, EntityMetadata metadata, NitroxId parentId)
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{
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Id = id;
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TechType = techType;
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ComponentIndex = componentIndex;
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ParentId = parentId;
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ClassId = classId;
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Metadata = metadata;
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}
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/// <remarks>Used for deserialization</remarks>
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public PrefabChildEntity(int componentIndex, string classId, NitroxId id, NitroxTechType techType, EntityMetadata metadata, NitroxId parentId, List<Entity> childEntities)
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{
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ComponentIndex = componentIndex;
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ClassId = classId;
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Id = id;
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TechType = techType;
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Metadata = metadata;
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ParentId = parentId;
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ChildEntities = childEntities;
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}
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public override string ToString()
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{
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return $"[PrefabChildEntity ComponentIndex: {ComponentIndex} ClassId: {ClassId} {base.ToString()}]";
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}
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}
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}
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