public static void WriteColor(this UnityEngine.Networking.NetworkWriter writer, Color c) { writer.Write(c.r); writer.Write(c.g); writer.Write(c.b); writer.Write(c.a); }
public OutputMessage(NetworkWriter data, int connectionID, int channelID) { Data = data; ConnectionID = connectionID; Type = MessageType.Reply; ChannelID = channelID; }
public override void Serialize(NetworkWriter writer) { writer.WritePackedUInt32((uint) this.oldConnectionId); writer.WritePackedUInt32((uint) this.playerControllerId); writer.Write(this.netId); writer.WriteBytesAndSize(this.msgData, this.msgSize); }
public override bool OnSerialize(NetworkWriter writer, bool initialState) { var serialized = base.OnSerialize (writer, initialState); var time = animator.playbackTime; writer.Write (time); return serialized; }
public override void Serialize(NetworkWriter writer) { writer.Write(this.netId); writer.WriteBytesFull(this.payload); writer.Write(this.teleport); writer.WritePackedUInt32((uint) this.time); }
public void AddOurselves(ClientPlayer player, NetworkWriter nw) { player.currentVessel = this; player.ChunkI = WorldToChunkI((Vector2)player.transform.position); int rangeT = (PLAYER_CHUNK_RANGE * 2) + 1; nw.Write((ushort)ClientMessageType.RequestChunk); nw.Write((ushort)(rangeT * rangeT)); for (int i = 0; i < rangeT; i++) { for (int j = 0; j < rangeT; j++) { Vec2i temp = player.ChunkI + new Vec2i(i - PLAYER_CHUNK_RANGE, j - PLAYER_CHUNK_RANGE); if (!((temp - player.ChunkI) <= PLAYER_CHUNK_RANGE)) { VesselChunk temp2 = chunks.TryGet(temp.x, temp.y); nw.Write(temp.x); nw.Write(temp.y); if (temp2 != null) { nw.Write(temp2.version); } else { nw.Write((uint)uint.MaxValue); } } } } }
public override void Serialize(NetworkWriter writer) { writer.Write(proxyId); writer.Write((short)packet.Compression); writer.Write(packet.Length); writer.WriteBytesFull(packet.Data); }
public override void Serialize(NetworkWriter writer) { writer.Write(this.netId); writer.Write(this.sceneId); writer.Write(this.position); writer.WriteBytesFull(this.payload); }
private void PostInternalMessage(short msgType) { NetworkWriter writer = new NetworkWriter(); writer.StartMessage(msgType); writer.FinishMessage(); this.PostInternalMessage(writer.AsArray(), 0); }
public byte[] Serialize() { byte[] buffer = new byte[ 4 // version + 4 // zero for block count + 4 // south count + southSideMap.Count * 4 + 4 // west count + westSideMap.Count * 4 + 1 // ending sanity check number + 1 // extra byte cuz NetworkWriter is buggy: // https://bitbucket.org/Unity-Technologies/networking/src/78ca8544bbf4e87c310ce2a9a3fc33cdad2f9bb1/Runtime/NetworkBuffer.cs?at=5.3&fileviewer=file-view-default#NetworkBuffer.cs-160 ]; var writer = new UnityEngine.Networking.NetworkWriter(buffer); writer.Write(CurrentVersion); // Write dummy block count writer.Write(0); SerializeSideMap(southSideMap, writer); SerializeSideMap(westSideMap, writer); // Sanity check writer.Write((byte)42); // Util.Log($"Wrote {blockMap.Count} blocks, {southSideMap.Count} south walls, and {westSideMap.Count} west walls to {buffer.Length} bytes"); return(buffer); }
public override void Serialize(NetworkWriter writer) { base.Serialize(writer); writer.Write(Polyline.Count); foreach (var vector3 in Polyline) writer.Write(vector3); }
public override void Serialize(NetworkWriter writer) { writer.Write(this.netId); writer.WritePackedUInt32((uint) this.stateHash); writer.Write(this.normalizedTime); writer.WriteBytesAndSize(this.parameters, this.parameters.Length); }
// A "Voos Name" may be a 32-char GUID or just some string, like // __DEFAULT_BEHAVIOR__ public static void WriteVoosName(this NET.NetworkWriter writer, string name) { if (name.IsNullOrEmpty()) { writer.Write(VN_EMPTY); return; } System.Guid guid; if (System.Guid.TryParseExact(name, "N", out guid)) { writer.Write(VN_GUID); // Indicate GUID byte[] bytes = guid.ToByteArray(); Debug.Assert(bytes.Length == 16); for (int i = 0; i < 16; i++) { writer.Write(bytes[i]); } } else { // Some string, maybe null/empty writer.Write(VN_UTF16); writer.WriteUtf16(name); } }
/// <summary> /// Server: Serialize the state over network /// </summary> /// <param name="writer"></param> /// <param name="initialState"></param> /// <returns></returns> public override bool OnSerialize(NetworkWriter writer, bool initialState) { writer.Write(serverLastState.state); writer.Write(serverLastState.position); writer.Write(serverLastState.rotation); return true; }
internal void InvokeHandlerOnClient(short msgType, MessageBase msg, int channelId) { NetworkWriter writer = new NetworkWriter(); writer.StartMessage(msgType); msg.Serialize(writer); writer.FinishMessage(); this.InvokeBytesOnClient(writer.AsArray(), channelId); }
public void TestNetworkWriterSize() { var writer = new UnityEngine.Networking.NetworkWriter(); writer.Write((byte)42); byte[] bytes = writer.ToArray(); Assert.AreEqual(1, bytes.Length); }
public override void Serialize(NetworkWriter writer) { writer.Write((ushort) this.peers.Length); foreach (PeerInfoMessage message in this.peers) { message.Serialize(writer); } }
public override void Serialize(NetworkWriter writer) { writer.WritePackedUInt32((uint) this.connectionId); writer.Write(this.address); writer.WritePackedUInt32((uint) this.port); writer.Write(this.isHost); writer.Write(this.isYou); }
public static byte[] Serialize(INetMsg msg) { var networkWriter = new NetworkWriter(); uint index = GetMsgIndexFromType( msg.GetType() ); networkWriter.WritePackedUInt32( index ); ((MessageBase)msg).Serialize(networkWriter); return networkWriter.AsArray(); }
public void TestNetworkWriterWorkaround() { // Work around is to add 1 more byte to the end to avoid the resize... byte[] buffer = new byte[2]; var writer = new UnityEngine.Networking.NetworkWriter(buffer); writer.Write((byte)42); Assert.AreEqual((byte)42, buffer[0]); }
public override void Serialize(NetworkWriter writer) { writer.WritePackedUInt32((uint) this.oldServerConnectionId); writer.Write((ushort) this.peers.Length); for (int i = 0; i < this.peers.Length; i++) { this.peers[i].Serialize(writer); } }
public override void Serialize(NetworkWriter writer) { base.Serialize(writer); writer.Write(_instructionBase); writer.Write(_variantReplacements.Length); foreach (string replacement in _variantReplacements) { writer.Write(replacement); } }
private void Awake() { this.m_PrevPosition = this.m_Target.localPosition; this.m_PrevRotation = this.m_Target.localRotation; if (base.localPlayerAuthority) { this.m_LocalTransformWriter = new NetworkWriter(); } }
public override void Serialize(NetworkWriter writer) { writer.Write(ChannelId); writer.Write(SenderUserId); writer.Write(SenderUserName); writer.Write(Message); var json = JsonWrapper.SerializeObject(Timestamp); writer.Write(json); }
public override void Serialize(NetworkWriter writer) { writer.Write((ushort) this.scripts.Length); for (int i = 0; i < this.scripts.Length; i++) { writer.Write(this.scripts[i].name); writer.Write(this.scripts[i].channel); } }
public void TestNetworkWriterBug() { byte[] buffer = new byte[1]; var writer = new UnityEngine.Networking.NetworkWriter(buffer); writer.Write((byte)42); // You'd expect this to be 42...but actually it's 0 cuz NetworkWriter wrongly resized into a new buffer... Assert.AreEqual((byte)0, buffer[0]); }
public byte[] GetVoosInitBytes() { var voosBuffer = VOOS_INIT_BYTES_REUSED; Array.Clear(voosBuffer, 0, voosBuffer.Length); var writer = new UNET.NetworkWriter(voosBuffer); voosEngine.SerializePlayerInitPayloadV2(writer); return(Util.GZip(writer.ToArray())); }
/// <summary> /// Send an Update to all Clients of the Status Connection of a Player /// </summary> /// <remarks> /// Order: /// String UserName /// bool ConnectedStatus /// float ServerTime /// </remarks> /// <param name="UserName"></param> /// <param name="connectedStatus"></param> /// <param name="ServerTime"></param> public void PlayerStatusUpdate(String UserName, bool connectedStatus, float ServerTime) { NetworkWriter data = new NetworkWriter(); data.Write((ushort)Subjects.PlayerStatusUpdate); data.Write(UserName); data.Write(connectedStatus); data.Write(ServerTime); OutputMessage output = new OutputMessage(data); GameServer.LLApiServer.addOutPutMessageToQueue(output); }
public override bool OnSerialize(NetworkWriter writer, bool initialState) { bool needToUpdate = false; if (fbxObj != null) { //Call an fbxobj method to write whatever is necessary, return true if "needToUpdate" writer.Write(fbxObj.gameObject.transform.position); needToUpdate = true; } return needToUpdate; }
public override void Serialize(NetworkWriter writer) { writer.Write(this.netId); if (this.parameters == null) { writer.WriteBytesAndSize(this.parameters, 0); } else { writer.WriteBytesAndSize(this.parameters, this.parameters.Length); } }
private void Awake() { this.m_RigidBody3D = base.GetComponent<Rigidbody>(); this.m_RigidBody2D = base.GetComponent<Rigidbody2D>(); this.m_CharacterController = base.GetComponent<CharacterController>(); this.m_PrevPosition = base.transform.position; this.m_PrevRotation = base.transform.rotation; this.m_PrevVelocity = 0f; if (base.localPlayerAuthority) { this.m_LocalTransformWriter = new NetworkWriter(); } }
void SerializeSideMap(SortedDictionary <Cell, SideInfo> map, UnityEngine.Networking.NetworkWriter writer) { writer.Write(map.Count); foreach (var pair in map) { writer.Write(pair.Value.b0); Debug.Assert(pair.Key.x + cellArrayOffsetX < 256); Debug.Assert(pair.Key.y + cellArrayOffsetY < 256); Debug.Assert(pair.Key.z + cellArrayOffsetZ < 256); writer.Write((byte)(pair.Key.x + cellArrayOffsetX)); writer.Write((byte)(pair.Key.y + cellArrayOffsetY)); writer.Write((byte)(pair.Key.z + cellArrayOffsetZ)); } }
public void TestUtf16Serialize() { byte[] buffer = new byte[100]; var writer = new UnityEngine.Networking.NetworkWriter(buffer); string sample = "japanese いろはに"; writer.WriteUtf16(sample); var reader = new UnityEngine.Networking.NetworkReader(buffer); string actual = reader.ReadUtf16(); Assert.AreEqual(sample, actual); }
public bool SendMessage(int connectionId, NetworkWriter writer, int channel, out NetworkError Error) { byte error; byte[] buffer = writer.ToArray(); NetworkTransport.Send(SocketId, connectionId, channel, buffer, buffer.Length, out error); Error = (NetworkError)error; if (Error != NetworkError.Ok) { return true; } else { return false; } }
public static void WriteUtf16(this UnityEngine.Networking.NetworkWriter writer, string s) { if (s == null) { writer.Write((ushort)0); return; } if (s.Length >= 65535) { throw new System.Exception("We do not support serializing strings of length beyond 65k chars"); } writer.Write((ushort)s.Length); for (int i = 0; i < s.Length; i++) { writer.Write((ushort)s[i]); } }
static void CommandPIStats(CommandArg[] args) { var engine = consoleInstance; System.Action doBinTest = () => { byte[] buffer = new byte[10 * 1024 * 1024]; var writer = new UnityEngine.Networking.NetworkWriter(buffer); engine.SerializePlayerInitPayloadV2(writer); byte[] bytesUsed = writer.ToArray(); byte[] zipped = Util.GZip(bytesUsed); Util.Log($"{zipped.Length / 1024} kb zipped, {bytesUsed.Length / 1024} kb orig"); }; doBinTest(); Util.Log($"Current stats:"); FindObjectOfType <NetworkingController>().LogInitPlayerPayloadStats(); }
public override void Serialize(NetworkWriter writer) { writer.WritePackedUInt32((uint) this.connectionId); writer.Write(this.address); writer.WritePackedUInt32((uint) this.port); writer.Write(this.isHost); writer.Write(this.isYou); if (this.playerIds == null) { writer.WritePackedUInt32(0); } else { writer.WritePackedUInt32((uint) this.playerIds.Length); for (int i = 0; i < this.playerIds.Length; i++) { writer.Write(this.playerIds[i].netId); writer.WritePackedUInt32((uint) this.playerIds[i].playerControllerId); } } }
public override void Serialize(NetworkWriter writer) { writer.StartMessage(MSGID); //Send the number of elements writer.Write(inputsList.Count);//int32 //Add the entire list foreach(Inputs i in inputsList) { writer.Write(i.crouch);//bool writer.Write(i.jump);//bool writer.Write(i.move);//bool writer.Write(i.pitch);//float writer.Write(i.rotate);//bool writer.Write(i.timeStamp);//long writer.Write(i.walk);//bool writer.Write(i.wasd[0]);//bool writer.Write(i.wasd[1]);//bool writer.Write(i.wasd[2]);//bool writer.Write(i.wasd[3]);//bool writer.Write(i.yaw);//float } writer.FinishMessage(); }
public override void Serialize(NetworkWriter writer) { base.Serialize(writer); Type t = _actionSet.GetType(); if (t == typeof(SinglePanelActionSet)) { writer.Write((byte)0); } else if (t == typeof(ReplacementPanelActionSet)) { writer.Write((byte)1); } else if (t == typeof(CodePanelActionSet)) { writer.Write((byte)2); } else { throw new Exception("Unexpected Action Set Type " + t); } _actionSet.Serialize(writer); writer.Write(_x); writer.Write(_y); writer.Write(_prefabIndex); }
public void WriteSetChunk(NetworkWriter nw) { if (updateMessageBytes) { NetworkWriter temp = new NetworkWriter(); temp.Write(index.x); temp.Write(index.y); temp.Write(version); temp.Write(tileCount); for (int i = 0; i < VesselChunk.SIZE; i++) { for (int j = 0; j < VesselChunk.SIZE; j++) { VesselTile tile = TileAt(i, j); if (tile != null) { temp.Write(i); temp.Write(j); temp.Write((byte)tile.floor0); temp.Write((byte)tile.floor1); temp.Write((byte)tile.wallMask); temp.Write(tile.wallNode); } } } messageBytes = temp.ToArray(); updateMessageBytes = false; } nw.WriteBytesFull(messageBytes); }
public static void SerializeRotation2D(NetworkWriter writer, float rot, CompressionSyncMode compression) { WriteAngle(writer, rot, compression); }
public static void SerializeSpin2D(NetworkWriter writer, float angularVelocity, CompressionSyncMode compression) { WriteAngle(writer, angularVelocity, compression); }
public bool SendWriter(NetworkWriter writer) { return(SendBytes(writer.AsArraySegment().Array, writer.AsArraySegment().Count)); }
public NetworkConnection() { m_Writer = new NetworkWriter(); }
public static void SerializeVelocity2D(NetworkWriter writer, Vector2 velocity, CompressionSyncMode compression) { writer.Write(velocity); }
public override void Serialize(UnityEngine.Networking.NetworkWriter writer) { base.Serialize(writer); writer.Write(_actionInstruction); }
protected abstract void SerializeItem(NetworkWriter writer, T item);
// use this to implicitly become ready public static bool AddPlayer(NetworkConnection readyConn, short playerControllerId, MessageBase extraMessage) { if (playerControllerId < 0) { if (LogFilter.logError) { Debug.LogError("ClientScene::AddPlayer: playerControllerId of " + playerControllerId + " is negative"); } return(false); } if (playerControllerId > PlayerController.MaxPlayersPerClient) { if (LogFilter.logError) { Debug.LogError("ClientScene::AddPlayer: playerControllerId of " + playerControllerId + " is too high, max is " + PlayerController.MaxPlayersPerClient); } return(false); } if (playerControllerId > PlayerController.MaxPlayersPerClient / 2) { if (LogFilter.logWarn) { Debug.LogWarning("ClientScene::AddPlayer: playerControllerId of " + playerControllerId + " is unusually high"); } } // fill out local players array while (playerControllerId >= s_LocalPlayers.Count) { s_LocalPlayers.Add(new PlayerController()); } // ensure valid ready connection if (readyConn == null) { if (!s_IsReady) { if (LogFilter.logError) { Debug.LogError("Must call AddPlayer() with a connection the first time to become ready."); } return(false); } } else { s_IsReady = true; s_ReadyConnection = readyConn; } PlayerController existingPlayerController; if (s_ReadyConnection.GetPlayerController(playerControllerId, out existingPlayerController)) { if (existingPlayerController.IsValid && existingPlayerController.gameObject != null) { if (LogFilter.logError) { Debug.LogError("ClientScene::AddPlayer: playerControllerId of " + playerControllerId + " already in use."); } return(false); } } if (LogFilter.logDebug) { Debug.Log("ClientScene::AddPlayer() for ID " + playerControllerId + " called with connection [" + s_ReadyConnection + "]"); } #if ENABLE_UNET_HOST_MIGRATION if (!hasMigrationPending()) { #endif var msg = new AddPlayerMessage(); msg.playerControllerId = playerControllerId; if (extraMessage != null) { var writer = new NetworkWriter(); extraMessage.Serialize(writer); msg.msgData = writer.ToArray(); msg.msgSize = writer.Position; } s_ReadyConnection.Send(MsgType.AddPlayer, msg); #if ENABLE_UNET_HOST_MIGRATION } else { return(SendReconnectMessage(extraMessage)); } #endif return(true); }
public static void SerializeRotation3D(NetworkWriter writer, Quaternion rot, AxisSyncMode mode, CompressionSyncMode compression) { switch (mode) { case AxisSyncMode.None: break; case AxisSyncMode.AxisX: { Vector3 eulerAngles12 = rot.eulerAngles; WriteAngle(writer, eulerAngles12.x, compression); break; } case AxisSyncMode.AxisY: { Vector3 eulerAngles11 = rot.eulerAngles; WriteAngle(writer, eulerAngles11.y, compression); break; } case AxisSyncMode.AxisZ: { Vector3 eulerAngles10 = rot.eulerAngles; WriteAngle(writer, eulerAngles10.z, compression); break; } case AxisSyncMode.AxisXY: { Vector3 eulerAngles8 = rot.eulerAngles; WriteAngle(writer, eulerAngles8.x, compression); Vector3 eulerAngles9 = rot.eulerAngles; WriteAngle(writer, eulerAngles9.y, compression); break; } case AxisSyncMode.AxisXZ: { Vector3 eulerAngles6 = rot.eulerAngles; WriteAngle(writer, eulerAngles6.x, compression); Vector3 eulerAngles7 = rot.eulerAngles; WriteAngle(writer, eulerAngles7.z, compression); break; } case AxisSyncMode.AxisYZ: { Vector3 eulerAngles4 = rot.eulerAngles; WriteAngle(writer, eulerAngles4.y, compression); Vector3 eulerAngles5 = rot.eulerAngles; WriteAngle(writer, eulerAngles5.z, compression); break; } case AxisSyncMode.AxisXYZ: { Vector3 eulerAngles = rot.eulerAngles; WriteAngle(writer, eulerAngles.x, compression); Vector3 eulerAngles2 = rot.eulerAngles; WriteAngle(writer, eulerAngles2.y, compression); Vector3 eulerAngles3 = rot.eulerAngles; WriteAngle(writer, eulerAngles3.z, compression); break; } } }
public static void WriteVoosBoolean(this UnityEngine.Networking.NetworkWriter writer, bool val) { writer.Write((byte)(val ? 1 : 0)); }
public override void Serialize(NetworkWriter writer) { writer.WritePackedUInt32(this.state); }
public override bool SendWriter(NetworkWriter writer, int channelId) { return(this.m_LocalServer.InvokeBytes(this, writer.AsArray(), (int)((short)writer.AsArray().Length), channelId)); }
public static void WriteVoosVector3(this UnityEngine.Networking.NetworkWriter writer, Vector3 v) { writer.Write(v.x); writer.Write(v.y); writer.Write(v.z); }
protected override void SerializeItem(NetworkWriter writer, float item) { writer.Write(item); }
public static bool AddPlayer(NetworkConnection readyConn, short playerControllerId, MessageBase extraMessage) { bool result; if (playerControllerId < 0) { if (LogFilter.logError) { Debug.LogError("ClientScene::AddPlayer: playerControllerId of " + playerControllerId + " is negative"); } result = false; } else if (playerControllerId > 32) { if (LogFilter.logError) { Debug.LogError(string.Concat(new object[] { "ClientScene::AddPlayer: playerControllerId of ", playerControllerId, " is too high, max is ", 32 })); } result = false; } else { if (playerControllerId > 16) { if (LogFilter.logWarn) { Debug.LogWarning("ClientScene::AddPlayer: playerControllerId of " + playerControllerId + " is unusually high"); } } while ((int)playerControllerId >= ClientScene.s_LocalPlayers.Count) { ClientScene.s_LocalPlayers.Add(new PlayerController()); } if (readyConn == null) { if (!ClientScene.s_IsReady) { if (LogFilter.logError) { Debug.LogError("Must call AddPlayer() with a connection the first time to become ready."); } return(false); } } else { ClientScene.s_IsReady = true; ClientScene.s_ReadyConnection = readyConn; } PlayerController playerController; if (ClientScene.s_ReadyConnection.GetPlayerController(playerControllerId, out playerController)) { if (playerController.IsValid && playerController.gameObject != null) { if (LogFilter.logError) { Debug.LogError("ClientScene::AddPlayer: playerControllerId of " + playerControllerId + " already in use."); } return(false); } } if (LogFilter.logDebug) { Debug.Log(string.Concat(new object[] { "ClientScene::AddPlayer() for ID ", playerControllerId, " called with connection [", ClientScene.s_ReadyConnection, "]" })); } if (!ClientScene.hasMigrationPending()) { AddPlayerMessage addPlayerMessage = new AddPlayerMessage(); addPlayerMessage.playerControllerId = playerControllerId; if (extraMessage != null) { NetworkWriter networkWriter = new NetworkWriter(); extraMessage.Serialize(networkWriter); addPlayerMessage.msgData = networkWriter.ToArray(); addPlayerMessage.msgSize = (int)networkWriter.Position; } ClientScene.s_ReadyConnection.Send(37, addPlayerMessage); result = true; } else { result = ClientScene.SendReconnectMessage(extraMessage); } } return(result); }
// Serialize the contents of this message into the writer public virtual void Serialize(NetworkWriter writer) { }
public static bool AddPlayer(NetworkConnection readyConn, short playerControllerId, MessageBase extraMessage) { PlayerController controller; if (playerControllerId < 0) { if (LogFilter.logError) { Debug.LogError("ClientScene::AddPlayer: playerControllerId of " + playerControllerId + " is negative"); } return(false); } if (playerControllerId > 0x20) { if (LogFilter.logError) { Debug.LogError(string.Concat(new object[] { "ClientScene::AddPlayer: playerControllerId of ", playerControllerId, " is too high, max is ", 0x20 })); } return(false); } if ((playerControllerId > 0x10) && LogFilter.logWarn) { Debug.LogWarning("ClientScene::AddPlayer: playerControllerId of " + playerControllerId + " is unusually high"); } while (playerControllerId >= s_LocalPlayers.Count) { s_LocalPlayers.Add(new PlayerController()); } if (readyConn == null) { if (!s_IsReady) { if (LogFilter.logError) { Debug.LogError("Must call AddPlayer() with a connection the first time to become ready."); } return(false); } } else { s_IsReady = true; s_ReadyConnection = readyConn; } if ((s_ReadyConnection.GetPlayerController(playerControllerId, out controller) && controller.IsValid) && (controller.gameObject != null)) { if (LogFilter.logError) { Debug.LogError("ClientScene::AddPlayer: playerControllerId of " + playerControllerId + " already in use."); } return(false); } if (LogFilter.logDebug) { Debug.Log(string.Concat(new object[] { "ClientScene::AddPlayer() for ID ", playerControllerId, " called with connection [", s_ReadyConnection, "]" })); } AddPlayerMessage msg = new AddPlayerMessage { playerControllerId = playerControllerId }; if (extraMessage != null) { NetworkWriter writer = new NetworkWriter(); extraMessage.Serialize(writer); msg.msgData = writer.ToArray(); msg.msgSize = writer.Position; } s_ReadyConnection.Send(0x25, msg); return(true); }
public override void Serialize(UnityEngine.Networking.NetworkWriter writer) { writer.Write(slotId); writer.Write(loadedState); }
public virtual void Serialize(UnityEngine.Networking.NetworkWriter writer) { writer.Write(_setId); writer.Write(_currentVariantIndex); writer.Write(_panelLabel); }