using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace Multiplayer
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{
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public class PlayerMsgID
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{
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public const short Position = 200;
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public const short Rotation = 201;
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public const short GameStart = 202;
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public const short GameWin = 203;
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public const short GameOver = 204;
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}
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public class PlayerMsg : MessageBase
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{
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public byte ID;
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public PlayerMsg() { }
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public PlayerMsg(byte playerID)
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{
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this.ID = playerID;
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}
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public override void Serialize(NetworkWriter writer)
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{
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writer.Write(ID);
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}
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public override void Deserialize(NetworkReader reader)
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{
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ID = reader.ReadByte();
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}
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}
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public class VectorMsg : PlayerMsg
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{
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public Vector3 vector;
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public VectorMsg() { }
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public VectorMsg(byte PlayerID, Vector3 Vector) : base(PlayerID)
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{
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this.vector = Vector;
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}
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public override void Serialize(NetworkWriter writer)
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{
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base.Serialize(writer);
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writer.Write(vector);
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}
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public override void Deserialize(NetworkReader reader)
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{
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base.Deserialize(reader);
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vector = reader.ReadVector3();
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}
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}
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public class QuaternionMsg : PlayerMsg
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{
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public Quaternion quaternion;
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public QuaternionMsg() { }
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public QuaternionMsg(byte PlayerID, Quaternion quaternion) : base(PlayerID)
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{
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this.quaternion = quaternion;
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}
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public override void Serialize(NetworkWriter writer)
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{
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base.Serialize(writer);
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writer.Write(quaternion);
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}
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public override void Deserialize(NetworkReader reader)
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{
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base.Deserialize(reader);
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quaternion = reader.ReadQuaternion();
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}
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}
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public class StringMsg : PlayerMsg
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{
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public string String;
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public StringMsg() { }
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public StringMsg(byte PlayerID, string String) : base(PlayerID)
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{
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this.String = String;
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}
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public override void Serialize(NetworkWriter writer)
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{
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base.Serialize(writer);
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writer.Write(String);
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}
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public override void Deserialize(NetworkReader reader)
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{
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base.Deserialize(reader);
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String = reader.ReadString();
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}
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}
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}
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