using QSB.WorldSync.Events; using QuantumUNET.Transport; using UnityEngine; namespace QSB.QuantumSync.Messages { public class SocketStateChangeMessage : WorldObjectMessage { public int SocketId { get; set; } public Quaternion LocalRotation { get; set; } public override void Deserialize(QNetworkReader reader) { base.Deserialize(reader); SocketId = reader.ReadInt32(); LocalRotation = reader.ReadQuaternion(); } public override void Serialize(QNetworkWriter writer) { base.Serialize(writer); writer.Write(SocketId); writer.Write(LocalRotation); } } }