public override void Write(NetBuffer msg) { msg.Write(netId); msg.Write(sceneId); msg.Write(assetId); NetSerialize.Write(msg, objectState); }
public override void Write(NetBuffer m) { m.Write(netid); m.Write(netComponentId); m.Write(originalMessageId); NetSerialize.Write(m, messageData); }
public static void WriteVectorArray(NetBuffer buffer, Vector3[] objectState) { if (objectState != null && objectState.Length > 0) { buffer.Write(objectState.Length); foreach (Vector3 f in objectState) { NetSerialize.Write(buffer, f); } } else { buffer.Write((int)0); } }
internal void Serialize(NetBuffer msg, bool initialState) { if (initialState) { msg.Write(precomputedAssetId); msg.Write(sceneId); msg.Write(ownerId); msg.Write(netId); NetSerialize.Write(msg, transform.position); NetSerialize.Write(msg, transform.rotation); } foreach (UNetworkBehaviour comp in cachedBehaviours) { comp.Serialize(msg, initialState); } }
public override void Write(NetBuffer msgOut) { msgOut.Write(targetNetID); msgOut.Write(netComponentId); NetSerialize.Write(msgOut, data); }
public override void Serialize(NetBuffer msg, bool initialState) { NetSerialize.Write(msg, transform.position); NetSerialize.Write(msg, transform.rotation); }