using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; namespace Multiplayer { public class PlayerMsgID { public const short Position = 200; public const short Rotation = 201; } public class PlayerMsg : MessageBase { public byte ID; public PlayerMsg() { } public PlayerMsg(byte playerID) { this.ID = playerID; } public override void Serialize(NetworkWriter writer) { writer.Write(ID); } public override void Deserialize(NetworkReader reader) { ID = reader.ReadByte(); } } public class VectorMsg : PlayerMsg { public Vector3 vector; public VectorMsg() { } public VectorMsg(byte PlayerID, Vector3 Vector) : base(PlayerID) { this.vector = Vector; } public override void Serialize(NetworkWriter writer) { base.Serialize(writer); writer.Write(vector); } public override void Deserialize(NetworkReader reader) { base.Deserialize(reader); vector = reader.ReadVector3(); } } public class QuaternionMsg : PlayerMsg { public Quaternion quaternion; public QuaternionMsg() { } public QuaternionMsg(byte PlayerID, Quaternion quaternion) : base(PlayerID) { this.quaternion = quaternion; } public override void Serialize(NetworkWriter writer) { base.Serialize(writer); writer.Write(quaternion); } public override void Deserialize(NetworkReader reader) { base.Deserialize(reader); quaternion = reader.ReadQuaternion(); } } public class StringMsg : PlayerMsg { public string String; public StringMsg() { } public StringMsg(byte PlayerID, string String) : base(PlayerID) { this.String = String; } public override void Serialize(NetworkWriter writer) { base.Serialize(writer); writer.Write(String); } public override void Deserialize(NetworkReader reader) { base.Deserialize(reader); String = reader.ReadString(); } } }