using System; using Unity.BossRoom.Gameplay.GameplayObjects; using Unity.BossRoom.Gameplay.GameplayObjects.Character; using Unity.BossRoom.Utils; using Unity.Netcode; namespace Unity.BossRoom.Gameplay.Messages { public struct LifeStateChangedEventMessage : INetworkSerializeByMemcpy { public LifeState NewLifeState; public CharacterTypeEnum CharacterType; public FixedPlayerName CharacterName; } }