public void Deserialize(ref SerializeContext context, ref NetworkReader reader) { this.tick = reader.ReadInt32(); velocity = reader.ReadVector3Q(); action = (Action)reader.ReadInt32(); actionStartTick = reader.ReadInt32(); locoState = (LocoState)reader.ReadInt32(); locoStartTick = reader.ReadInt32(); position = reader.ReadVector3Q(); jumpCount = reader.ReadInt32(); sprinting = reader.ReadBoolean() ? 1 : 0; cameraProfile = (CameraProfile)reader.ReadByte(); damageTick = reader.ReadInt32(); damageDirection = reader.ReadVector3Q(); }
public void Deserialize(ref NetworkReader reader, IEntityReferenceSerializer refSerializer, int tick) { this.tick = reader.ReadInt32(); velocity = reader.ReadVector3Q(); action = (Action)reader.ReadInt32(); actionStartTick = reader.ReadInt32(); locoState = (LocoState)reader.ReadInt32(); locoStartTick = reader.ReadInt32(); position = reader.ReadVector3Q(); jumpCount = reader.ReadInt32(); abilityActive = reader.ReadBoolean(); sprinting = reader.ReadBoolean(); damageTick = reader.ReadInt32(); damageDirection = reader.ReadVector3Q(); }
public void SetLocoState(LocoState locoState) { //GameDebug.Log("SetLocoState:" + locoState); this.locoState = locoState; }