using QuantumUNET.Transport; using UnityEngine.Networking; namespace QuantumUNET.Messages { internal class QAnimationMessage : QMessageBase { public NetworkInstanceId netId; public int stateHash; public float normalizedTime; public byte[] parameters; public override void Serialize(QNetworkWriter writer) { writer.Write(netId); writer.WritePackedUInt32((uint)stateHash); writer.Write(normalizedTime); writer.WriteBytesAndSize(parameters, parameters?.Length ?? 0); } public override void Deserialize(QNetworkReader reader) { netId = reader.ReadNetworkId(); stateHash = (int)reader.ReadPackedUInt32(); normalizedTime = reader.ReadSingle(); parameters = reader.ReadBytesAndSize(); } } }