using QSB.Messaging; using UnityEngine.Networking; namespace QSB.ConversationSync.Events { public class ConversationStartEndMessage : PlayerMessage { public int CharacterId { get; set; } public uint PlayerId { get; set; } public bool State { get; set; } public override void Deserialize(NetworkReader reader) { base.Deserialize(reader); CharacterId = reader.ReadInt32(); PlayerId = reader.ReadUInt32(); State = reader.ReadBoolean(); } public override void Serialize(NetworkWriter writer) { base.Serialize(writer); writer.Write(CharacterId); writer.Write(PlayerId); writer.Write(State); } } }