using QSB.Messaging; using UnityEngine.Networking; namespace QSB.Events { public abstract class NameMessage : QSBMessage { public uint SenderId { get; set; } public string PlayerName { get; set; } public override void Deserialize(NetworkReader reader) { PlayerName = reader.ReadString(); SenderId = reader.ReadUInt32(); } public override void Serialize(NetworkWriter writer) { writer.Write(PlayerName); writer.Write(SenderId); } } }