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 Networking
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{
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public class LogicProtocols
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{
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public const short SendLogicList = 200;
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public class LogicMsg : MessageBase
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{
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public LogicBlock[] elements;
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public LogicMsg() { }
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public LogicMsg(LogicBlock[] elements)
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{
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this.elements = elements;
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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(elements.Length);
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foreach (LogicBlock block in elements)
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{
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BlockToken token = block.ToToken();
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byte[] bytes = Utility.ObjectToByteArray(token);
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writer.WriteBytesAndSize(bytes,bytes.Length);
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}
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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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int count = reader.ReadInt32();
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elements = new LogicBlock[count];
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for (int i = 0; i < count; i++)
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{
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BlockToken token = Utility.ByteArrayToObject<BlockToken>(reader.ReadBytesAndSize());
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elements[i] = token.ToLogicBlock();
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}
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}
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}
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}
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}
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