using QuantumUNET.Transport; using UnityEngine; using UnityEngine.Networking; namespace QuantumUNET.Messages { internal class QObjectSpawnSceneMessage : QMessageBase { public NetworkInstanceId NetId; public NetworkSceneId SceneId; public Vector3 Position; public byte[] Payload; public override void Serialize(QNetworkWriter writer) { writer.Write(NetId); writer.Write(SceneId); writer.Write(Position); writer.WriteBytesFull(Payload); } public override void Deserialize(QNetworkReader reader) { NetId = reader.ReadNetworkId(); SceneId = reader.ReadSceneId(); Position = reader.ReadVector3(); Payload = reader.ReadBytesAndSize(); } } }