using UnityEngine.Networking; namespace QuantumUNET.Messages { internal class QSBAnimationParametersMessage : QSBMessageBase { public NetworkInstanceId netId; public byte[] parameters; public override void Deserialize(QSBNetworkReader reader) { netId = reader.ReadNetworkId(); parameters = reader.ReadBytesAndSize(); } public override void Serialize(QSBNetworkWriter writer) { writer.Write(netId); if (parameters == null) { writer.WriteBytesAndSize(parameters, 0); } else { writer.WriteBytesAndSize(parameters, parameters.Length); } } } }