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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();
}
}
}