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GibTreaty

NetworkUser

Jan 11th, 2015
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C# 0.89 KB | None | 0 0
  1. using UnityEngine;
  2. using System.Collections.Generic;
  3.  
  4. [System.Serializable]
  5. public class NetworkUser {
  6.  
  7.     public int ID { get; set; }
  8.     public NetworkPlayer Player { get; private set; }
  9.     public string Username { get; set; }
  10.  
  11.     Dictionary<string, object> stats = new Dictionary<string, object>();
  12.  
  13.     public NetworkUser(NetworkPlayer player, int id) {
  14.         Player = player;
  15.         ID = id;
  16.     }
  17.     public NetworkUser(NetworkPlayer player, int id, string username) : this(player, id) {
  18.         Username = username;
  19.     }
  20.  
  21.     public void ClearStats() {
  22.         stats.Clear();
  23.     }
  24.  
  25.     public T GetStat<T>(string key) {
  26.         if(stats.ContainsKey(key))
  27.             return (T)stats[key];
  28.  
  29.         return default(T);
  30.     }
  31.  
  32.     public bool HasStat(string key) {
  33.         return stats.ContainsKey(key);
  34.     }
  35.  
  36.     public void RemoveStat(string key) {
  37.         stats.Remove(key);
  38.     }
  39.  
  40.     public void SetStat(string key, object value) {
  41.         stats[key] = value;
  42.     }
  43. }
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