internal static bool GetPrefab(NetworkHash128 assetId, out GameObject prefab) { prefab = null; if (assetId.IsValid() && guidToPrefab.ContainsKey(assetId) && guidToPrefab[assetId] != null) { prefab = guidToPrefab[assetId]; return(true); } return(false); }
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 + ">"); } } }