using QuantumUNET.Transport; using UnityEngine; namespace QuantumUNET.Messages { internal class QSBObjectSpawnMessage : QSBMessageBase { public QSBNetworkInstanceId NetId; public QSBNetworkHash128 assetId; public Vector3 Position; public byte[] Payload; public Quaternion Rotation; public override void Serialize(QSBNetworkWriter writer) { writer.Write(NetId); writer.Write(assetId); writer.Write(Position); writer.WriteBytesFull(Payload); writer.Write(Rotation); } public override void Deserialize(QSBNetworkReader reader) { NetId = reader.ReadNetworkId(); assetId = reader.ReadNetworkHash128(); Position = reader.ReadVector3(); Payload = reader.ReadBytesAndSize(); if (reader.Length - reader.Position >= 16U) { Rotation = reader.ReadQuaternion(); } } } }