public ClientBarrierStartData( int barrierGUID, List <ServerClientUtils.SequenceStartData> sequenceStartDataList, BarrierSerializeInfo gameplayInfo) { m_barrierGUID = barrierGUID; m_sequenceStartDataList = sequenceStartDataList; m_barrierGameplayInfo = gameplayInfo; }
public static void SerializeBarriersToStartToStream(ref IBitStream stream, List <ClientBarrierStartData> barrierStartList) { sbyte barrierStartNum = (sbyte)barrierStartList.Count; stream.Serialize(ref barrierStartNum); for (int i = 0; i < barrierStartNum; i++) { ClientBarrierStartData clientBarrierStartData = barrierStartList[i]; BarrierSerializeInfo info = clientBarrierStartData.m_barrierGameplayInfo; BarrierSerializeInfo.SerializeBarrierInfo(stream, ref info); sbyte seqenceStartNum = (sbyte)clientBarrierStartData.m_sequenceStartDataList.Count; stream.Serialize(ref seqenceStartNum); for (int j = 0; j < seqenceStartNum; j++) { clientBarrierStartData.m_sequenceStartDataList[j].SequenceStartData_SerializeToStream(ref stream); } } }