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 }