internal void SetDynamicAssetId(NetworkHash128 newAssetId) { if (!m_AssetId.IsValid() || m_AssetId.Equals(newAssetId)) { m_AssetId = newAssetId; } else { if (LogFilter.logWarn) { Debug.LogWarning("SetDynamicAssetId object already has an assetId <" + m_AssetId + ">"); } } }
static internal bool GetPrefab(NetworkHash128 assetId, out GameObject prefab) { if (!assetId.IsValid()) { prefab = null; return(false); } if (s_GuidToPrefab.ContainsKey(assetId) && s_GuidToPrefab[assetId] != null) { prefab = s_GuidToPrefab[assetId]; return(true); } prefab = null; return(false); }