using UnityEngine; using NeonTea.Quakeball.TeaNet.Packets; namespace NeonTea.Quakeball.Networking.Packets { public class SelfIdentPckt : Packet { public ulong PlayerId; public override void Read(ByteBuffer buffer) { PlayerId = buffer.ReadULong(); } public override void Write(ByteBuffer buffer) { buffer.Write(PlayerId); } } public class NicknamePckt : Packet { public ulong PlayerId; public string Nick; public NicknamePckt() { } public NicknamePckt(string nick, ulong id = 0) { Nick = nick; PlayerId = id; } public override void Read(ByteBuffer buffer) { PlayerId = buffer.ReadULong(); Nick = buffer.ReadString(); } public override void Write(ByteBuffer buffer) { buffer.Write(PlayerId); buffer.Write(Nick); } } }