using UnityEngine; using Unity.Netcode; [System.Serializable] public class Stick : INetworkSerializable { public Point A, B; public float desiredLength; public bool dead; public Stick() { } public Stick(Point pointA, Point pointB) { this.A = pointA; this.B = pointB; desiredLength = Vector2.Distance(pointA.position, pointB.position); } public Stick(Point pointA, Point pointB, float desiredLenght) { this.A = pointA; this.B = pointB; this.desiredLength = desiredLenght; } public void NetworkSerialize(BufferSerializer serializer) where T : IReaderWriter { A.NetworkSerialize(serializer); B.NetworkSerialize(serializer); serializer.SerializeValue(ref desiredLength); serializer.SerializeValue(ref dead); } }