using QSB.WorldSync.Events; using QuantumUNET.Transport; using UnityEngine; namespace QSB.Anglerfish.Events { public class AnglerChangeStateMessage : EnumWorldObjectMessage { public uint TargetId; public Vector3 LocalDisturbancePos; public override void Deserialize(QNetworkReader reader) { base.Deserialize(reader); TargetId = reader.ReadUInt32(); LocalDisturbancePos = reader.ReadVector3(); } public override void Serialize(QNetworkWriter writer) { base.Serialize(writer); writer.Write(TargetId); writer.Write(LocalDisturbancePos); } } }