using QSB.Messaging; using UnityEngine.Networking; namespace QSB.Events { public class JoinMessage : PlayerMessage { public override MessageType MessageType => MessageType.Join; public string PlayerName { get; set; } public override void Deserialize(NetworkReader reader) { base.Deserialize(reader); PlayerName = reader.ReadString(); } public override void Serialize(NetworkWriter writer) { base.Serialize(writer); writer.Write(PlayerName); } } }