using System; namespace UnityEngine.Networking.NetworkSystem { // Token: 0x02000027 RID: 39 internal class ObjectSpawnSceneMessage : MessageBase { // Token: 0x060000C2 RID: 194 RVA: 0x00008470 File Offset: 0x00006670 public override void Deserialize(NetworkReader reader) { this.netId = reader.ReadNetworkId(); this.sceneId = reader.ReadSceneId(); this.position = reader.ReadVector3(); this.payload = reader.ReadBytesAndSize(); } // Token: 0x060000C3 RID: 195 RVA: 0x000084A3 File Offset: 0x000066A3 public override void Serialize(NetworkWriter writer) { writer.Write(this.netId); writer.Write(this.sceneId); writer.Write(this.position); writer.WriteBytesFull(this.payload); } // Token: 0x0400008B RID: 139 public NetworkInstanceId netId; // Token: 0x0400008C RID: 140 public NetworkSceneId sceneId; // Token: 0x0400008D RID: 141 public Vector3 position; // Token: 0x0400008E RID: 142 public byte[] payload; } }