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