using QSB.Messaging; using UnityEngine.Networking; namespace QSB.WorldSync.Events { public class WorldObjectMessage : PlayerMessage { public int ObjectId { get; set; } public override void Deserialize(NetworkReader reader) { base.Deserialize(reader); ObjectId = reader.ReadInt32(); } public override void Serialize(NetworkWriter writer) { base.Serialize(writer); writer.Write(ObjectId); } } }