using UnityEngine.Scripting; [Preserve] public class NetPackageUpdateVehicleHealthRebirth : NetPackage { public NetPackageUpdateVehicleHealthRebirth Setup(int _vehicleEntityID, int _health) { this.vehicleHealth = _health; this.vehicleEntityID = _vehicleEntityID; return this; } public override void read(PooledBinaryReader _reader) { this.vehicleHealth = _reader.ReadInt32(); this.vehicleEntityID = _reader.ReadInt32(); } public override void write(PooledBinaryWriter _writer) { base.write(_writer); _writer.Write(this.vehicleHealth); _writer.Write(this.vehicleEntityID); } public override void ProcessPackage(World _world, GameManager _callbacks) { //Log.Out("NetPackageUpdateVehicleHealthRebirth-ProcessPackage this.vehicleEntityID: " + this.vehicleEntityID); EntityAlive entityVehicle = _world.GetEntity(this.vehicleEntityID) as EntityAlive; if (entityVehicle == null) { //Log.Out("NetPackageUpdateVehicleHealthRebirth-ProcessPackage 1"); return; } entityVehicle.Health = this.vehicleHealth; entityVehicle.Stats.Health.Value = this.vehicleHealth; //Log.Out("NetPackageUpdateVehicleHealthRebirth-ProcessPackage entityVehicle.Health: " + entityVehicle.Health); } public override int GetLength() { return 4; } private int vehicleHealth; private int vehicleEntityID; }