using UnityEngine.Networking; namespace Cyber.Networking.Messages { /// /// Contains the Connection ID of the user and weather the ID belongs to the client or not. /// public class IdentityPkt : MessageBase { /// /// ID of the Connection /// public int ConnectionID; /// /// Weather the recieving client owns this ID or not. /// public bool Owned; /// /// Creates a packet containing an ID and the detail weather the recieving client owns this ID. /// /// ID of the connection. /// Weather the recieving client owns this ID. public IdentityPkt(int connectionID, bool owned) { ConnectionID = connectionID; Owned = owned; } /// /// Parameter-less constructor using when deserializing the message. /// public IdentityPkt() { } /// /// Used to deserialize a message received via networking. /// /// public override void Deserialize(NetworkReader reader) { ConnectionID = reader.ReadInt32(); Owned = reader.ReadBoolean(); } /// /// Used to serialize the message before it is sent. /// /// public override void Serialize(NetworkWriter writer) { writer.Write(ConnectionID); writer.Write(Owned); } } }