using UnityEngine.Networking; namespace QSB.Events { public class FullStateMessage : PlayerMessage { public string PlayerName { get; set; } public bool IsReady { get; set; } public override void Deserialize(NetworkReader reader) { base.Deserialize(reader); PlayerName = reader.ReadString(); IsReady = reader.ReadBoolean(); } public override void Serialize(NetworkWriter writer) { base.Serialize(writer); writer.Write(PlayerName); writer.Write(IsReady); } } }