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67
NitroxServer/UnityStubs/GameObject.cs
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67
NitroxServer/UnityStubs/GameObject.cs
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using System;
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using System.Collections.Generic;
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using NitroxModel.DataStructures;
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using NitroxModel.DataStructures.Unity;
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using NitroxServer.Serialization;
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namespace NitroxServer.UnityStubs
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{
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public class GameObject
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{
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public bool CreateEmptyObject { get; }
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public bool IsActive { get; }
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public int Layer { get; }
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public string Tag { get; }
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public string Id { get; }
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public string ClassId { get; }
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public string Parent { get; }
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public int TotalComponents => components.Count;
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private readonly Dictionary<Type, object> components = new Dictionary<Type, object>();
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public readonly List<SerializedComponent> SerializedComponents = new();
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public GameObject(GameObjectData goData)
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{
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CreateEmptyObject = goData.CreateEmptyObject;
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IsActive = goData.IsActive;
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Layer = goData.Layer;
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Tag = goData.Tag;
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Id = goData.Id;
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ClassId = goData.ClassId;
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Parent = goData.Parent;
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}
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public override string ToString()
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{
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components.TryGetValue(typeof(NitroxTransform), out object transform); // Honestly this should never be null every gameObject has a Transform
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return string.Format("Id: {0}, Class Id: {1}, Transform: {2}", Id, ClassId, transform as NitroxTransform);
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}
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public void AddComponent(object component, Type componentType)
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{
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components.Add(componentType, component);
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}
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public object GetComponent(Type type)
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{
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if (components.TryGetValue(type, out object res))
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{
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return res;
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}
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return null;
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}
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public T GetComponent<T>()
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{
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return (T)GetComponent(typeof(T));
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}
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public bool HasComponent<T>()
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{
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return components.ContainsKey(typeof(T));
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}
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}
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}
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