protected bool MobSpawn(int mobNumber, int playerNumber, int teamGroup, uint mobHashNumber = 0)
        {
            if (!_mobManager)
            {
                _mobManager = MobManager.Instance;
                Debug.LogWarning("MobManager is not found for this scene!");
                return(false);
            }

            // Spawn the network object here.
            #region Check if the mob number is defined in the mob prefabs.

            if (!MobDictionary.Instance.MobIdToName.ContainsKey(mobNumber))
            {
                return(false);
            }

            #endregion

            GameObject mob1Go = null;
            GameObject mob2Go = null;

            #region Attempt to spawn the mob.

            var mobsSpawned = false;
            switch (teamGroup)
            {
            case 1:
                mobsSpawned = _mobManager.MobSpawn(mobNumber, playerNumber, teamGroup, new Vector3(0, 0.5f, 14), "2_SpawnA to 2_MidA", out mob1Go) &&
                              _mobManager.MobSpawn(mobNumber, playerNumber, teamGroup, new Vector3(0, 0.5f, -14), "2_SpawnB to 2_MidB", out mob2Go);

                break;

            case 2:
                mobsSpawned = _mobManager.MobSpawn(mobNumber, playerNumber, teamGroup, new Vector3(0, 0.5f, 14), "1_SpawnA to 1_MidA", out mob1Go) &&
                              _mobManager.MobSpawn(mobNumber, playerNumber, teamGroup, new Vector3(0, 0.5f, -14), "1_SpawnB to 1_MidB", out mob2Go);
                break;

            default:
                return(false);
            }

            #endregion

            #region Mob spawn failed handler.
            if (!mobsSpawned)
            {
                if (mob1Go)
                {
                    Destroy(mob1Go);
                }
                if (mob2Go)
                {
                    Destroy(mob2Go);
                }
                return(false);
            }
            #endregion

            var mobPos1 = mob1Go.GetComponent <Mob>();
            var mobPos2 = mob2Go.GetComponent <Mob>();

            #region Set the mob number.
            // Only usable by the server. if a client sends this request, it does not go through ( see the partial networkobject class below )
            if (isServer)
            {
                mobPos1.MobNumber = _currentMobNumber++;
                if (_currentMobNumber == 0)
                {
                    _currentMobNumber++;
                }
                mobPos2.MobNumber = _currentMobNumber++;
                if (_currentMobNumber == 0)
                {
                    _currentMobNumber++;
                }
                return(true);
            }
            else
            {
                if (mobHashNumber == 0)
                {
                    mobHashNumber++;
                }
                mobPos1.MobNumber = mobHashNumber++;
                if (mobHashNumber == 0)
                {
                    mobHashNumber++;
                }
                mobPos2.MobNumber = mobHashNumber;
                return(true);
            }

            #endregion
        }
 protected void Start()
 {
     _mobManager = MobManager.Instance;
 }