using UnityEngine; using NeonTea.Quakeball.TeaNet.Packets; namespace NeonTea.Quakeball.Networking.Packets { public class SpawnPckt : Packet { public ulong PlayerId; public Vector3 Location; public bool IsInitial; public SpawnPckt() { } public SpawnPckt(Vector3 location, ulong id = 0, bool isinitial = true) { PlayerId = id; Location = location; IsInitial = isinitial; } public override void Read(ByteBuffer buffer) { Location = buffer.ReadVector3(); PlayerId = buffer.ReadULong(); IsInitial = buffer.ReadBool(); } public override void Write(ByteBuffer buffer) { buffer.Write(Location); buffer.Write(PlayerId); buffer.Write(IsInitial); } } public class DeadPckt : Packet { public ulong DeadPlayerId; public ulong KillerPlayerId; public DeadPckt() { } public DeadPckt(ulong deadid, ulong killerid) { DeadPlayerId = deadid; KillerPlayerId = killerid; } public override void Read(ByteBuffer buffer) { DeadPlayerId = buffer.ReadULong(); KillerPlayerId = buffer.ReadULong(); } public override void Write(ByteBuffer buffer) { buffer.Write(DeadPlayerId); buffer.Write(KillerPlayerId); } } }