using UnityEngine.Networking; namespace Cyber.Networking.Messages { /// /// Includes information about interacting an interactible. Applicable only for some interactibles. /// public class InteractionPkt : MessageBase { /// /// ID of the interactible. /// public int InteractSyncBaseID; /// /// Id of the interactor. /// public int OwnerSyncBaseID; /// /// Creates an InteraktionPkt, which contains the message "someone interacted". /// /// The Sync Base ID of the interacted thing. public InteractionPkt(int syncBaseID) { InteractSyncBaseID = syncBaseID; } /// /// Empty constructor for deserialization. /// public InteractionPkt() {} /// /// Deserializes SyncBaseID for the recipent. /// /// public override void Deserialize(NetworkReader reader) { InteractSyncBaseID = reader.ReadInt32(); OwnerSyncBaseID = reader.ReadInt32(); } /// /// Serializes the SyncBaseID for sending. /// /// public override void Serialize(NetworkWriter writer) { writer.Write(InteractSyncBaseID); writer.Write(OwnerSyncBaseID); } } }