using QSB.WorldSync; using UnityEngine.Networking; namespace QSB.Messaging { public class WorldObjectMessage : PlayerMessage { public SyncObjects ObjectType { get; set; } public int ObjectID { get; set; } public override void Deserialize(NetworkReader reader) { base.Deserialize(reader); ObjectType = (SyncObjects)reader.ReadInt32(); ObjectID = reader.ReadInt32(); } public override void Serialize(NetworkWriter writer) { base.Serialize(writer); writer.Write((int)ObjectType); writer.Write(ObjectID); } } }