public override void OnDeserialize(NetworkReader reader, bool initialState)
        {
            if (synchDirection == SyncDirection.ServerToClient)
            {
                CurrentStatus = Status.IsReading;

                //if (debug) Debug.Log ("OnSerialize initialState:" + initialState, this);
                bool missingData = false;
                if (observed != null)
                {
                    PlayMakerUnetUtils.ReadStreamToFsmVars(this, observed.Fsm, NetworkSynchVariableLOT, reader, out missingData, false);
                }
            }
        }
        public void Cmd_SerializeData(byte[] data)
        {
            if (isServer)
            {
                if (debug)
                {
                    Debug.Log(this.name + ": Cmd_SerializeData-> ", this);
                }

                CurrentStatus = Status.IsReading;

                //if (debug) Debug.Log ("OnSerialize initialState:" + initialState, this);
                bool missingData = false;
                if (observed != null)
                {
                    PlayMakerUnetUtils.ReadStreamToFsmVars(this, observed.Fsm, NetworkSynchVariableLOT, new NetworkReader(data), out missingData, true);
                }
            }
        }