using UnityEngine.Networking; namespace Cyber.Networking.Messages { /// <summary> /// Generic Text Message for chat etc. /// To be removed later when no longer necessary. /// </summary> public class TextMessagePkt : MessageBase { /// <summary> /// Message inside the Text Message. Does not container sender information. /// </summary> public string Message; /// <summary> /// Create a TextMessage containing the message to be sent. /// </summary> /// <param name="message">Message to be sent.</param> public TextMessagePkt(string message) { this.Message = message; } /// <summary> /// Parameter-less constructor using when deserializing the message. /// </summary> public TextMessagePkt() { } /// <summary> /// Used to deserialize a message received via networking. /// </summary> /// <param name="reader"></param> public override void Deserialize(NetworkReader reader) { Message = reader.ReadString(); } /// <summary> /// Used to serialize the message before it is sent. /// </summary> /// <param name="writer"></param> public override void Serialize(NetworkWriter writer) { writer.Write(Message); } } }