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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.Networking;
  5. public class LoginProtocols
  6. {
  7. public const short RequestLoginDetails = 100;
  8. public const short SendingLoginDetails = 101;
  9. public const short LoginSuccess = 102;
  10. public const short DetailSucess = 105;
  11. public const short LoginFail = 103;
  12. public const short SceneChange = 104;
  13. public class EmptyMsg : MessageBase { }
  14. public class LoginMsg : MessageBase
  15. {
  16. public string Name;
  17. public Color Color;
  18. public string Animal;
  19. public LoginMsg() { }
  20. public LoginMsg(string Name)
  21. {
  22. this.Name = Name;
  23. }
  24. public LoginMsg(string Name, Color Color, string Animal)
  25. {
  26. this.Name = Name;
  27. this.Color = Color;
  28. this.Animal = Animal;
  29. }
  30. public override void Serialize(NetworkWriter writer)
  31. {
  32. base.Serialize(writer);
  33. writer.Write(Name);
  34. writer.Write(Color);
  35. writer.Write(Animal);
  36. }
  37. public override void Deserialize(NetworkReader reader)
  38. {
  39. base.Deserialize(reader);
  40. Name = reader.ReadString();
  41. Color = reader.ReadColor();
  42. Animal = reader.ReadString();
  43. }
  44. }
  45. public class SceneMsg : MessageBase
  46. {
  47. public string Scene;
  48. public bool Additive;
  49. public SceneMsg() { }
  50. public SceneMsg(string Scene, bool Additive = false)
  51. {
  52. this.Scene = Scene;
  53. this.Additive = Additive;
  54. }
  55. public override void Serialize(NetworkWriter writer)
  56. {
  57. base.Serialize(writer);
  58. writer.Write(Scene);
  59. }
  60. public override void Deserialize(NetworkReader reader)
  61. {
  62. base.Deserialize(reader);
  63. Scene = reader.ReadString();
  64. }
  65. }
  66. }