using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; public class LoginProtocols { public const short RequestLoginDetails = 100; public const short SendingLoginDetails = 101; public const short LoginSuccess = 102; public const short DetailSucess = 105; public const short LoginFail = 103; public const short SceneChange = 104; public class EmptyMsg : MessageBase { } public class LoginMsg : MessageBase { public string Name; public Color Color; public string Animal; public LoginMsg() { } public LoginMsg(string Name) { this.Name = Name; } public LoginMsg(string Name, Color Color, string Animal) { this.Name = Name; this.Color = Color; this.Animal = Animal; } public override void Serialize(NetworkWriter writer) { base.Serialize(writer); writer.Write(Name); writer.Write(Color); writer.Write(Animal); } public override void Deserialize(NetworkReader reader) { base.Deserialize(reader); Name = reader.ReadString(); Color = reader.ReadColor(); Animal = reader.ReadString(); } } public class SceneMsg : MessageBase { public string Scene; public bool Additive; public SceneMsg() { } public SceneMsg(string Scene, bool Additive = false) { this.Scene = Scene; this.Additive = Additive; } public override void Serialize(NetworkWriter writer) { base.Serialize(writer); writer.Write(Scene); } public override void Deserialize(NetworkReader reader) { base.Deserialize(reader); Scene = reader.ReadString(); } } }