quantum-space-buddies/QSB/Player/Events/PlayerInformationMessage.cs
2021-11-20 11:48:46 +00:00

48 lines
1.4 KiB
C#

using QSB.ClientServerStateSync;
using QSB.Messaging;
using QuantumUNET.Transport;
namespace QSB.Player.Events
{
public class PlayerInformationMessage : PlayerMessage
{
public string PlayerName { get; set; }
public bool IsReady { get; set; }
public bool FlashlightActive { get; set; }
public bool SuitedUp { get; set; }
public bool ProbeLauncherEquipped { get; set; }
public bool SignalscopeEquipped { get; set; }
public bool TranslatorEquipped { get; set; }
public bool ProbeActive { get; set; }
public ClientState ClientState { get; set; }
public override void Deserialize(QNetworkReader reader)
{
base.Deserialize(reader);
PlayerName = reader.ReadString();
IsReady = reader.ReadBoolean();
FlashlightActive = reader.ReadBoolean();
SuitedUp = reader.ReadBoolean();
ProbeLauncherEquipped = reader.ReadBoolean();
SignalscopeEquipped = reader.ReadBoolean();
TranslatorEquipped = reader.ReadBoolean();
ProbeActive = reader.ReadBoolean();
ClientState = (ClientState)reader.ReadInt32();
}
public override void Serialize(QNetworkWriter writer)
{
base.Serialize(writer);
writer.Write(PlayerName);
writer.Write(IsReady);
writer.Write(FlashlightActive);
writer.Write(SuitedUp);
writer.Write(ProbeLauncherEquipped);
writer.Write(SignalscopeEquipped);
writer.Write(TranslatorEquipped);
writer.Write(ProbeActive);
writer.Write((int)ClientState);
}
}
}