47 lines
1.3 KiB
C#
47 lines
1.3 KiB
C#
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using UnityEngine.Networking;
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namespace Cyber.Networking.Messages {
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/// <summary>
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/// Includes information about interacting an interactible. Applicable only for some interactibles.
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/// </summary>
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public class InteractionPkt : MessageBase {
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/// <summary>
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/// ID of the interactible.
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/// </summary>
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public int SyncBaseID;
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/// <summary>
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/// Creates an InteraktionPkt, which contains the message "someone interacted".
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/// </summary>
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/// <param name="SyncBaseID"></param>
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public InteractionPkt(int syncBaseID) {
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SyncBaseID = syncBaseID;
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}
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/// <summary>
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/// Empty constructor for deserialization.
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/// </summary>
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public InteractionPkt() {}
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/// <summary>
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/// Deserializes SyncBaseID for the recipent.
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/// </summary>
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/// <param name="reader"></param>
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public override void Deserialize(NetworkReader reader) {
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SyncBaseID = reader.ReadInt32();
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}
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/// <summary>
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/// Serializes the SyncBaseID for sending.
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/// </summary>
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/// <param name="writer"></param>
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public override void Serialize(NetworkWriter writer) {
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writer.Write(SyncBaseID);
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}
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}
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}
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