using UnityEngine.Networking; namespace Cyber.Networking.Messages { /// /// Packet containing a mesasge, that someone has disconnected. /// public class DisconnectPkt : MessageBase { /// /// ID of the connection, which disconnected. /// public int ConnectionID; /// /// Creates a disconnect package. /// /// public DisconnectPkt(int connectionID) { ConnectionID = connectionID; } /// /// Creates an empty disconnect package for whatever reason. /// public DisconnectPkt() { } /// /// Deserializes the disconnect package. /// /// public override void Deserialize(NetworkReader reader) { ConnectionID = reader.ReadInt32(); } /// /// Serializes the disconnect package for sending! /// /// public override void Serialize(NetworkWriter writer) { writer.Write(ConnectionID); } } }