using System.Collections;
using System.Collections.Generic;
using Unity.Netcode.Components;
using UnityEngine;

/// <summary>
/// Used for syncing a transform with client side changes. This includes host. Pure server as owner isn't supported by this. Please use NetworkTransform
/// for transforms that'll always be owned by the server.
/// </summary>
[DisallowMultipleComponent]
public class ClientNetworkTransform : NetworkTransform
{
    public AuthorityMode authorityMode = AuthorityMode.Client;

    protected override bool OnIsServerAuthoritative() => authorityMode == AuthorityMode.Server;
}

public enum AuthorityMode
{
    Server,
    Client
}