Exemple #1
0
 public override void Serialize(QNetworkWriter writer)
 {
     writer.Write(netId);
     writer.WritePackedUInt32((uint)stateHash);
     writer.Write(normalizedTime);
     writer.WriteBytesAndSize(parameters, parameters?.Length ?? 0);
 }
Exemple #2
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 public override void Serialize(QNetworkWriter writer)
 {
     base.Serialize(writer);
     writer.Write(SlotId);
     writer.Write(OrbId);
     writer.Write(SlotState);
 }
Exemple #3
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 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);
 }
Exemple #5
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 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);
 }
Exemple #9
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 public override void Serialize(QNetworkWriter writer)
 {
     base.Serialize(writer);
     writer.Write(FactId);
     writer.Write(SaveGame);
     writer.Write(ShowNotification);
 }
Exemple #10
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 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);
     }
 }
Exemple #14
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 public override void Serialize(QNetworkWriter writer)
 {
     base.Serialize(writer);
     writer.Write((int)(object)EnumValue);
 }
Exemple #15
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 public override void Serialize(QNetworkWriter writer)
 {
     base.Serialize(writer);
     writer.Write(Message);
 }
 public override void Serialize(QNetworkWriter writer)
 {
     base.Serialize(writer);
     writer.Write(AuthorityOwner);
 }
Exemple #17
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 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);
 }
Exemple #22
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 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);
 }
Exemple #27
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 public override void Serialize(QNetworkWriter writer) => writer.Write((ushort)PlayerControllerId);
 public static void SerializeVelocity3D(QNetworkWriter writer, Vector3 velocity, CompressionSyncMode compression) =>
 writer.Write(velocity);
Exemple #29
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 public override void Serialize(QNetworkWriter writer)
 {
     base.Serialize(writer);
     writer.Write(StateIndex);
 }
Exemple #30
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		public override void Serialize(QNetworkWriter writer)
		{
			writer.Write(netId);
			writer.WriteBytesAndSize(parameters, parameters?.Length ?? 0);
		}