using System; using Unity.BossRoom.Infrastructure; using UnityEngine; namespace Unity.BossRoom.Gameplay.GameplayObjects { /// /// A runtime list of objects that is populated both on clients and server. /// [CreateAssetMenu] public class PersistentPlayerRuntimeCollection : RuntimeCollection { public bool TryGetPlayer(ulong clientID, out PersistentPlayer persistentPlayer) { for (int i = 0; i < Items.Count; i++) { if (clientID == Items[i].OwnerClientId) { persistentPlayer = Items[i]; return true; } } persistentPlayer = null; return false; } } }