using QSB.Messaging; using UnityEngine.Networking; namespace QSB.TimeSync { public class ServerTimeMessage : PlayerMessage { public float ServerTime { get; set; } public int LoopCount { get; set; } public override void Deserialize(NetworkReader reader) { base.Deserialize(reader); ServerTime = reader.ReadSingle(); LoopCount = reader.ReadInt16(); } public override void Serialize(NetworkWriter writer) { base.Serialize(writer); writer.Write(ServerTime); writer.Write(LoopCount); } } }