using System; namespace UnityEngine.Networking.NetworkSystem { // Token: 0x0200002D RID: 45 internal class AnimationMessage : MessageBase { // Token: 0x060000D4 RID: 212 RVA: 0x00008616 File Offset: 0x00006816 public override void Deserialize(NetworkReader reader) { this.netId = reader.ReadNetworkId(); this.stateHash = (int)reader.ReadPackedUInt32(); this.normalizedTime = reader.ReadSingle(); this.parameters = reader.ReadBytesAndSize(); } // Token: 0x060000D5 RID: 213 RVA: 0x0000864C File Offset: 0x0000684C public override void Serialize(NetworkWriter writer) { writer.Write(this.netId); writer.WritePackedUInt32((uint)this.stateHash); writer.Write(this.normalizedTime); if (this.parameters == null) { writer.WriteBytesAndSize(this.parameters, 0); } else { writer.WriteBytesAndSize(this.parameters, this.parameters.Length); } } // Token: 0x04000099 RID: 153 public NetworkInstanceId netId; // Token: 0x0400009A RID: 154 public int stateHash; // Token: 0x0400009B RID: 155 public float normalizedTime; // Token: 0x0400009C RID: 156 public byte[] parameters; } }