namespace Unity.Netcode { // Todo: Would be lovely to get this one nicely formatted with all the data it sends in the struct // like most of the other messages when we have some more time and can come back and refactor this. internal struct SceneEventMessage : INetworkMessage { public int Version => 0; public SceneEventData EventData; private FastBufferReader m_ReceivedData; public void Serialize(FastBufferWriter writer, int targetVersion) { EventData.Serialize(writer); } public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion) { m_ReceivedData = reader; return true; } public void Handle(ref NetworkContext context) { ((NetworkManager)context.SystemOwner).SceneManager.HandleSceneEvent(context.SenderId, m_ReceivedData); } } }