using System; using System.Linq; using UnityEngine.Networking; namespace QSB.Messaging { public class PlayerLeaveMessage : PlayerMessage { public uint[] NetIds { get; set; } public override void Deserialize(NetworkReader reader) { base.Deserialize(reader); NetIds = reader.ReadString().Split(',').Select(x => Convert.ToUInt32(x)).ToArray(); } public override void Serialize(NetworkWriter writer) { base.Serialize(writer); writer.Write(string.Join(",", NetIds.Select(x => x.ToString()).ToArray())); } } }