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36 行
982 B

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);
}
}