using UnityEngine; using NeonTea.Quakeball.TeaNet.Packets; using System.Collections.Generic; namespace NeonTea.Quakeball.Networking.Packets { public class MultiplePlayerUpdatesPckt : Packet { public List Updates = new List(); public MultiplePlayerUpdatesPckt() { } public MultiplePlayerUpdatesPckt(List players) { foreach (NetPlayer p in players) { if (p.Controlled == null) { continue; } Updates.Add(p.Controlled.CreatePacket(p.Id)); } } public override void Read(ByteBuffer buffer) { Updates.Clear(); int count = buffer.ReadInt(); for (int i = 0; i < count; i++) { PlayerUpdatePckt pckt = new PlayerUpdatePckt(); pckt.Read(buffer); Updates.Add(pckt); } } public override void Write(ByteBuffer buffer) { buffer.Write(Updates.Count); foreach (PlayerUpdatePckt p in Updates) { p.Write(buffer); } } } public class MultipleSyncsPckt : Packet { public List Updates = new List(); public MultipleSyncsPckt() { } public MultipleSyncsPckt(List players) { foreach (NetPlayer p in players) { if (p.Controlled == null) { continue; } //Updates.Add(p.Controlled.CreatePacket(p.Id)); } } public override void Read(ByteBuffer buffer) { Updates.Clear(); int count = buffer.ReadInt(); for (int i = 0; i < count; i++) { PlayerSyncPacket pckt = new PlayerSyncPacket(); pckt.Read(buffer); Updates.Add(pckt); } } public override void Write(ByteBuffer buffer) { buffer.Write(Updates.Count); foreach (PlayerSyncPacket p in Updates) { p.Write(buffer); } } } }