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27 lines
629 B
C#

1 week ago
using System;
using Unity.BossRoom.Utils;
using Unity.Collections;
using Unity.Netcode;
namespace Unity.BossRoom.Gameplay.Messages
{
#if UNITY_EDITOR || DEVELOPMENT_BUILD
public struct CheatUsedMessage : INetworkSerializeByMemcpy
{
FixedString32Bytes m_CheatUsed;
FixedPlayerName m_CheaterName;
public string CheatUsed => m_CheatUsed.ToString();
public string CheaterName => m_CheaterName.ToString();
public CheatUsedMessage(string cheatUsed, string cheaterName)
{
m_CheatUsed = cheatUsed;
m_CheaterName = cheaterName;
}
}
#endif
}