using UnityEngine;
using UnityEngine.Networking;
namespace Cyber.Networking.Messages {
///
/// This Packet contains sync data from the client to the server like movement direction and rotation.
///
public class ClientSyncPkt : MessageBase {
///
/// ID of this client sync packet. This is separate from the server sync id.
///
public int ClientSyncID;
///
/// Current movement direction of the player
///
public Vector3 MoveDirection;
///
/// Current rotation of the player
///
public Vector3 Rotation;
///
/// Create an empty client sync packet.
///
public ClientSyncPkt() { }
///
/// Deserializes the sync packet. Does not deserialize everything, only the ID.
///
///
public override void Deserialize(NetworkReader reader) {
ClientSyncID = reader.ReadInt32();
}
///
/// Reads the rest of the sync packet. Must be deserialized first.
///
///
public void ReadTheRest(NetworkReader reader) {
MoveDirection = reader.ReadVector3();
Rotation = reader.ReadVector3();
}
///
/// Serializes the entire packet for sending.
///
///
public override void Serialize(NetworkWriter writer) {
writer.Write(ClientSyncID);
writer.Write(MoveDirection);
writer.Write(Rotation);
}
}
}