using Mirror; using System; using UnityEngine; namespace QSB.Utility.VariableSync { public class Vector3VariableSyncer : BaseVariableSyncer { private Vector3 _prevValue; [NonSerialized] public Vector3 Value; protected override bool HasChanged() => Value != _prevValue; protected override void UpdatePrevData() => _prevValue = Value; protected override void Serialize(NetworkWriter writer, bool initialState) => writer.Write(Value); protected override void Deserialize(NetworkReader reader, bool initialState) => Value = reader.Read(); } }