using QuantumUNET.Transport; using UnityEngine; using UnityEngine.Networking; namespace QuantumUNET.Messages { internal class QObjectSpawnMessage : QMessageBase { public NetworkInstanceId NetId; public int assetId; public Vector3 Position; public byte[] Payload; public Quaternion Rotation; public override void Serialize(QNetworkWriter writer) { writer.Write(NetId); writer.Write(assetId); writer.Write(Position); writer.WriteBytesFull(Payload); writer.Write(Rotation); } public override void Deserialize(QNetworkReader reader) { NetId = reader.ReadNetworkId(); assetId = reader.ReadInt32(); Position = reader.ReadVector3(); Payload = reader.ReadBytesAndSize(); if (reader.Length - reader.Position >= 16U) { Rotation = reader.ReadQuaternion(); } } } }