// Generated from @colyseus/schema 4.0.15 — DO NOT EDIT MANUALLY // Class names kept as NetworkPlayer/NetworkState to match existing codebase references. using Colyseus.Schema; #if UNITY_5_3_OR_NEWER using UnityEngine.Scripting; #endif public partial class NetworkPlayer : Schema { #if UNITY_5_3_OR_NEWER [Preserve] #endif public NetworkPlayer() { } [Type(0, "float32")] public float x = 0; [Type(1, "float32")] public float y = 5; [Type(2, "float32")] public float z = 0; [Type(3, "float32")] public float vx = 0; [Type(4, "float32")] public float vy = 0; [Type(5, "float32")] public float vz = 0; [Type(6, "float32")] public float rx = 0; [Type(7, "float32")] public float ry = 0; [Type(8, "float32")] public float rz = 0; [Type(9, "float32")] public float rw = 1; [Type(10, "float64")] public double t = 0; [Type(11, "string")] public string name = ""; [Type(12, "float32")] public float colorR = 1; [Type(13, "float32")] public float colorG = 1; [Type(14, "float32")] public float colorB = 1; [Type(15, "float32")] public float avx = 0; [Type(16, "float32")] public float avy = 0; [Type(17, "float32")] public float avz = 0; [Type(18, "boolean")] public bool isEliminated = false; [Type(19, "boolean")] public bool isQualified = false; [Type(20, "boolean")] public bool isReady = false; [Type(21, "int8")] public sbyte checkpointIndex = 0; } public partial class NetworkState : Schema { #if UNITY_5_3_OR_NEWER [Preserve] #endif public NetworkState() { } [Type(0, "map", typeof(MapSchema))] public MapSchema players = null; [Type(1, "string")] public string phase = "lobby"; [Type(2, "float32")] public float countdown = 0; [Type(3, "int8")] public sbyte roundNumber = 1; [Type(4, "int8")] public sbyte totalRounds = 3; [Type(5, "int8")] public sbyte playersAlive = 0; [Type(6, "string")] public string gameMode = "race"; [Type(7, "string")] public string winnerName = ""; }