using UnityEngine.Networking; namespace Cyber.Networking.Messages { /// /// Packet containing a list of ID's of players currently connected. /// public class MassIdentityPkt : MessageBase { public int[] IdList; public MassIdentityPkt(int[] idList) { IdList = idList; } public MassIdentityPkt() { } public override void Deserialize(NetworkReader reader) { byte[][] ByteArray = new byte[4][]; ByteArray[0] = reader.ReadBytesAndSize(); ByteArray[1] = reader.ReadBytesAndSize(); ByteArray[2] = reader.ReadBytesAndSize(); ByteArray[3] = reader.ReadBytesAndSize(); IdList = NetworkHelper.DeserializeIntArray(ByteArray); } public override void Serialize(NetworkWriter writer) { byte[][] ByteArray = NetworkHelper.SerializeIntArray(IdList); writer.WriteBytesFull(ByteArray[0]); writer.WriteBytesFull(ByteArray[1]); writer.WriteBytesFull(ByteArray[2]); writer.WriteBytesFull(ByteArray[3]); } } }