public override bool OnSerialize(QNetworkWriter writer, bool initialState)
 {
     if (!initialState)
     {
         if (SyncVarDirtyBits == 0U)
         {
             writer.WritePackedUInt32(0U);
             return(false);
         }
         writer.WritePackedUInt32(1U);
     }
     SerializeModeTransform(writer);
     return(true);
 }
Пример #2
0
 public override void Serialize(QNetworkWriter writer)
 {
     writer.Write(netId);
     writer.WritePackedUInt32((uint)stateHash);
     writer.Write(normalizedTime);
     writer.WriteBytesAndSize(parameters, parameters?.Length ?? 0);
 }
 public virtual bool OnSerialize(QNetworkWriter writer, bool initialState)
 {
     if (!initialState)
     {
         writer.WritePackedUInt32(0U);
     }
     return(false);
 }
Пример #4
0
 public override void Serialize(QNetworkWriter writer) => writer.WritePackedUInt32(State);
 public override void Serialize(QNetworkWriter writer)
 {
     writer.Write(netId);
     writer.WritePackedUInt32((uint)hash);
 }
Пример #6
0
 public override void Serialize(QNetworkWriter writer)
 {
     writer.Write(NetId);
     writer.WritePackedUInt32((uint)PlayerControllerId);
 }