public override void Serialize(QNetworkWriter writer) { writer.Write(netId); writer.WritePackedUInt32((uint)stateHash); writer.Write(normalizedTime); writer.WriteBytesAndSize(parameters, parameters?.Length ?? 0); }
public override void Serialize(QNetworkWriter writer) { base.Serialize(writer); writer.Write(SlotId); writer.Write(OrbId); writer.Write(SlotState); }
public override void Serialize(QNetworkWriter writer) { writer.Write(NetId); writer.Write(SceneId); writer.Write(Position); writer.WriteBytesFull(Payload); }
public override void Serialize(QNetworkWriter writer) { base.Serialize(writer); writer.Write(PlayerName); writer.Write(PlayerReady); writer.Write((int)PlayerState); }
public override void Serialize(QNetworkWriter writer) { base.Serialize(writer); writer.Write(StateIndex); writer.Write(OnUnitSphere); writer.Write(OrbitAngle); }
public override void Serialize(QNetworkWriter writer) { base.Serialize(writer); writer.Write(CharacterId); writer.Write(PlayerId); writer.Write(State); }
public override void Serialize(QNetworkWriter writer) { base.Serialize(writer); writer.Write(SocketId); writer.Write(ItemId); writer.Write((int)SocketType); }
public override void Serialize(QNetworkWriter writer) { base.Serialize(writer); writer.Write(PlayerPosition); writer.Write(PlayerRotation); writer.Write(CameraDegrees); }
public override void Serialize(QNetworkWriter writer) { base.Serialize(writer); writer.Write(FactId); writer.Write(SaveGame); writer.Write(ShowNotification); }
public override void Serialize(QNetworkWriter writer) { writer.Write((ushort)scripts.Length); for (var i = 0; i < scripts.Length; i++) { writer.Write(scripts[i].name); writer.Write(scripts[i].channel); } }
public override void Serialize(QNetworkWriter writer) { base.Serialize(writer); writer.Write(ObjectId); writer.Write(Position); writer.Write(Normal); var qsbSector = QSBWorldSync.GetWorldFromUnity <QSBSector, Sector>(Sector); writer.Write(qsbSector.ObjectId); }
private void SerializeModeTransform(QNetworkWriter writer) { writer.Write(transform.position); if (SyncRotationAxis != AxisSyncMode.None) { SerializeRotation3D(writer, transform.rotation, SyncRotationAxis, RotationSyncCompression); } m_PrevPosition = transform.position; m_PrevRotation = transform.rotation; }
private static void WriteAngle(QNetworkWriter writer, float angle, CompressionSyncMode compression) { if (compression != CompressionSyncMode.None) { if (compression != CompressionSyncMode.Low) { if (compression == CompressionSyncMode.High) { writer.Write((short)angle); } } else { writer.Write((short)angle); } } else { writer.Write(angle); } }
public override void Serialize(QNetworkWriter writer) { base.Serialize(writer); writer.Write((int)(object)EnumValue); }
public override void Serialize(QNetworkWriter writer) { base.Serialize(writer); writer.Write(Message); }
public override void Serialize(QNetworkWriter writer) { base.Serialize(writer); writer.Write(AuthorityOwner); }
public override void Serialize(QNetworkWriter writer) { base.Serialize(writer); writer.Write(TextId); }
public override void Serialize(QNetworkWriter writer) { base.Serialize(writer); writer.Write(PlayerName); writer.Write(QSBVersion); }
public override void Serialize(QNetworkWriter writer) { base.Serialize(writer); writer.Write((int)EnumValue); writer.Write(NecronomiconIndex); }
public override void Serialize(QNetworkWriter writer) { base.Serialize(writer); writer.Write(ServerTime); writer.Write(LoopCount); }
public override void Serialize(QNetworkWriter writer) { base.Serialize(writer); writer.Write(ToggleValue); }
public override void Serialize(QNetworkWriter writer) { writer.Write(playerControllerId); writer.WriteBytesAndSize(msgData, msgSize); }
public override void Serialize(QNetworkWriter writer) { writer.Write(FromId); writer.Write(AboutId); writer.Write(OnlySendToServer); }
public override void Serialize(QNetworkWriter writer) { base.Serialize(writer); writer.Write(SocketId); writer.Write(LocalRotation); }
public override void Serialize(QNetworkWriter writer) { writer.Write(netId); writer.WritePackedUInt32((uint)hash); }
public override void Serialize(QNetworkWriter writer) { writer.Write(netId); writer.Write(authority); }
public override void Serialize(QNetworkWriter writer) => writer.Write((ushort)PlayerControllerId);
public static void SerializeVelocity3D(QNetworkWriter writer, Vector3 velocity, CompressionSyncMode compression) => writer.Write(velocity);
public override void Serialize(QNetworkWriter writer) { base.Serialize(writer); writer.Write(StateIndex); }
public override void Serialize(QNetworkWriter writer) { writer.Write(netId); writer.WriteBytesAndSize(parameters, parameters?.Length ?? 0); }