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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public class LoginProtocols
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{
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public const short RequestLoginDetails = 100;
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public const short SendingLoginDetails = 101;
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public const short LoginSuccess = 102;
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public const short DetailSucess = 105;
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public const short LoginFail = 103;
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public const short SceneChange = 104;
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public class EmptyMsg : MessageBase { }
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public class LoginMsg : MessageBase
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{
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public string Name;
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public Color Color;
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public string Animal;
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public LoginMsg() { }
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public LoginMsg(string Name)
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{
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this.Name = Name;
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}
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public LoginMsg(string Name, Color Color, string Animal)
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{
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this.Name = Name;
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this.Color = Color;
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this.Animal = Animal;
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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(Name);
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writer.Write(Color);
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writer.Write(Animal);
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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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Name = reader.ReadString();
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Color = reader.ReadColor();
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Animal = reader.ReadString();
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}
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}
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public class SceneMsg : MessageBase
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{
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public string Scene;
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public bool Additive;
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public SceneMsg() { }
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public SceneMsg(string Scene, bool Additive = false)
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{
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this.Scene = Scene;
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this.Additive = Additive;
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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(Scene);
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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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Scene = reader.ReadString();
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}
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}
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}
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