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- using UnityEngine;
- using System.Collections.Generic;
- [System.Serializable]
- public class NetworkUser {
- public int ID { get; set; }
- public NetworkPlayer Player { get; private set; }
- public string Username { get; set; }
- Dictionary<string, object> stats = new Dictionary<string, object>();
- public NetworkUser(NetworkPlayer player, int id) {
- Player = player;
- ID = id;
- }
- public NetworkUser(NetworkPlayer player, int id, string username) : this(player, id) {
- Username = username;
- }
- public void ClearStats() {
- stats.Clear();
- }
- public T GetStat<T>(string key) {
- if(stats.ContainsKey(key))
- return (T)stats[key];
- return default(T);
- }
- public bool HasStat(string key) {
- return stats.ContainsKey(key);
- }
- public void RemoveStat(string key) {
- stats.Remove(key);
- }
- public void SetStat(string key, object value) {
- stats[key] = value;
- }
- }
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