quakeball/Assets/Scripts/Networking/Packets/MultipleSyncsPckt.cs

41 lines
1.2 KiB
C#

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