您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

41 行
1.3 KiB

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// TODO (petera) Rename this to GameModeState or something even better
// This is data is replicated to the clients about the 'global' state of
// the game mode, scores etc.
public class GameMode : MonoBehaviour, INetworkSerializable
{
public int gameTimerSeconds;
public string gameTimerMessage;
public string teamName0;
public string teamName1;
public int teamScore0;
public int teamScore1;
public void Serialize(ref NetworkWriter writer, IEntityReferenceSerializer refSerializer)
{
writer.WriteInt32("gameTimerSeconds", gameTimerSeconds);
writer.WriteString("gameTimerMessage", gameTimerMessage);
writer.WriteString("teamName0", teamName0);
writer.WriteString("teamName1", teamName1);
writer.WriteInt32("teamScore0", teamScore0);
writer.WriteInt32("teamScore1", teamScore1);
}
public void Deserialize(ref NetworkReader reader, IEntityReferenceSerializer refSerializer, int tick)
{
gameTimerSeconds = reader.ReadInt32();
gameTimerMessage = reader.ReadString();
teamName0 = reader.ReadString();
teamName1 = reader.ReadString();
teamScore0 = reader.ReadInt32();
teamScore1 = reader.ReadInt32();
}
}