using System.Collections; using System.Collections.Generic; using UnityEngine; public class DestructablePropReplicatedState : MonoBehaviour, INetworkSerializable { public int destroyedTick; public void Serialize(ref NetworkWriter writer, IEntityReferenceSerializer refSerializer) { writer.WriteInt32("destroyed",destroyedTick); } public void Deserialize(ref NetworkReader reader, IEntityReferenceSerializer refSerializer, int tick) { destroyedTick = reader.ReadInt32(); } }