using System; using UnityEngine; using Hash128 = Unity.Entities.Hash128; namespace DefaultNamespace { [Serializable] public struct SerializedHash128 { [SerializeField] private uint m_u32_0; [SerializeField] private uint m_u32_1; [SerializeField] private uint m_u32_2; [SerializeField] private uint m_u32_3; public SerializedHash128(uint mU320, uint mU321, uint mU322, uint mU323) { m_u32_0 = mU320; m_u32_1 = mU321; m_u32_2 = mU322; m_u32_3 = mU323; } public bool isValid => (int)m_u32_0 != 0 || (int)m_u32_1 != 0 || (int)m_u32_2 != 0 || (int)m_u32_3 != 0; public static implicit operator Hash128(SerializedHash128 sh) { return new Hash128(sh.m_u32_0, sh.m_u32_1, sh.m_u32_2, sh.m_u32_3); } } }