public void WriteToBuffer(SerializationBuffer buf, bool mustBeFullState) { int characterStatesCount = CharacterStates.Count; buf.WriteInt(characterStatesCount); for (int i = 0; i < characterStatesCount; i++) { buf.WriteInt(CharacterStates[i].DataId); buf.WriteVector3(CharacterStates[i].DataStruct.MotorState.Position); buf.WriteQuaternion(CharacterStates[i].DataStruct.MotorState.Rotation); buf.WriteVector3(CharacterStates[i].DataStruct.MotorState.BaseVelocity); buf.WriteBool(CharacterStates[i].DataStruct.IsStunned); } }
public void Serialize(SerializationBuffer buf) { buf.SeekZero(); buf.WriteInt((int)NetworkMessageID.SpawnCharacter); buf.WriteInt(CharacterId); buf.WriteInt(ForPlayerId); buf.WriteVector3(SpawnPosition); buf.WriteQuaternion(SpawnRotation); }