using UnityEngine.Networking; namespace QSB.Messaging { public class PlayerStateMessage : PlayerMessage { public string PlayerName { get; set; } public bool PlayerReady { get; set; } public State PlayerState { get; set; } public Sector.Name SectorID { get; set; } public string SectorName { get; set; } public override void Deserialize(NetworkReader reader) { base.Deserialize(reader); PlayerName = reader.ReadString(); PlayerReady = reader.ReadBoolean(); PlayerState = (State)reader.ReadInt32(); SectorID = (Sector.Name)reader.ReadInt32(); SectorName = reader.ReadString(); } public override void Serialize(NetworkWriter writer) { base.Serialize(writer); writer.Write(PlayerName); writer.Write(PlayerReady); writer.Write((int)PlayerState); writer.Write((int)SectorID); writer.Write(SectorName); } } }