using Cyber.Items;
using UnityEngine.Networking;
namespace Cyber.Networking.Messages {
///
/// Packet containing an inventory action of a kind.
///
public class InventoryActionPkt : MessageBase {
///
/// The inventory action.
///
public InventoryAction Action;
///
/// The related int to the
///
public int RelatedInt;
///
/// The inventory SyncBaseID this happened in. Only set by server.
///
public int SyncBaseID;
///
/// Creates an inventory action packet for sending.
///
/// The action done.
///
public InventoryActionPkt(InventoryAction action, int relatedInt) {
Action = action;
RelatedInt = relatedInt;
}
///
/// Creates an inventory action packet for deserializing.
///
public InventoryActionPkt() {}
///
/// Deserializes the
///
///
public override void Deserialize(NetworkReader reader) {
Action = (InventoryAction) reader.ReadByte();
RelatedInt = reader.ReadInt32();
SyncBaseID = reader.ReadInt32();
}
///
/// Serializes the
///
///
public override void Serialize(NetworkWriter writer) {
writer.Write((byte) Action);
writer.Write(RelatedInt);
writer.Write(SyncBaseID);
}
}
}