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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 const short OtherClientConnected = 105;
  14. public const short OtherClientDisconnected = 106;
  15. public const short StartGame = 107;
  16. public class EmptyMsg : MessageBase { }
  17. public class LoginMsg : MessageBase
  18. {
  19. public string Name;
  20. public Color Color;
  21. public string Animal;
  22. public LoginMsg() { }
  23. public LoginMsg(string Name)
  24. {
  25. this.Name = Name;
  26. }
  27. public LoginMsg(string Name, Color Color, string Animal)
  28. {
  29. this.Name = Name;
  30. this.Color = Color;
  31. this.Animal = Animal;
  32. }
  33. public override void Serialize(NetworkWriter writer)
  34. {
  35. base.Serialize(writer);
  36. writer.Write(Name);
  37. writer.Write(Color);
  38. writer.Write(Animal);
  39. }
  40. public override void Deserialize(NetworkReader reader)
  41. {
  42. base.Deserialize(reader);
  43. Name = reader.ReadString();
  44. Color = reader.ReadColor();
  45. Animal = reader.ReadString();
  46. }
  47. }
  48. public class SceneMsg : MessageBase
  49. {
  50. public string Scene;
  51. public bool Additive;
  52. public SceneMsg() { }
  53. public SceneMsg(string Scene, bool Additive = false)
  54. {
  55. this.Scene = Scene;
  56. this.Additive = Additive;
  57. }
  58. public override void Serialize(NetworkWriter writer)
  59. {
  60. base.Serialize(writer);
  61. writer.Write(Scene);
  62. }
  63. public override void Deserialize(NetworkReader reader)
  64. {
  65. base.Deserialize(reader);
  66. Scene = reader.ReadString();
  67. }
  68. }
  69. }