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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class NetSpriteSync : NetEntityBase
- {
- [SerializeField] private SpriteRenderer _playerSprite;
- public override NetMessage NetOutput()
- {
- NetMessage message = new NetMessage(0);
- message.SetData("flipX", _playerSprite.flipX.ToString());
- return message;
- }
- public override void NetUpdate(NetMessage message)
- {
- _playerSprite.flipX = message.GetData()["flipX"];
- }
- }
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