using System; using UnityEngine; public class DamageHistory : MonoBehaviour, INetworkSerializable { [System.Serializable] public struct InflictedDamage { public int tick; public bool lethal; public void Serialize(ref NetworkWriter writer) { writer.WriteInt32("tick", tick); writer.WriteBoolean("lethal", lethal); } public void Deserialize(ref NetworkReader reader, int tick) { this.tick = reader.ReadInt32(); lethal = reader.ReadBoolean(); } } [NonSerialized] public InflictedDamage inflictedDamage; public void Serialize(ref NetworkWriter writer, IEntityReferenceSerializer refSerializer) { inflictedDamage.Serialize(ref writer); } public void Deserialize(ref NetworkReader reader, IEntityReferenceSerializer refSerializer, int tick) { inflictedDamage.Deserialize(ref reader, tick); } }