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54 lines
1.7 KiB
54 lines
1.7 KiB
5 years ago
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using AX.Network.Protocols;
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using UnityEngine;
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using AX.Serialization;
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public class LEAK1_FIRE_FIGHT_SYNC : NetworkMessageBehaviour
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{
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private Transform FireBottom;
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private Transform Smoke;
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private Transform Fire8;
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ParticleSystem.EmissionModule firebuttomemiss;
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ParticleSystem.EmissionModule smokeemiss;
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ParticleSystem.EmissionModule fire8emiss;
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void Start()
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{
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FireBottom = transform.Find("FireBottom");
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Smoke = FireBottom.Find("smoke (1)");
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Fire8 = FireBottom.Find("fire (8)");
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firebuttomemiss = FireBottom.GetComponent<ParticleSystem>().emission;
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smokeemiss = Smoke.GetComponent<ParticleSystem>().emission;
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fire8emiss = Fire8.GetComponent<ParticleSystem>().emission;
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}
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protected override void Execute(BinaryMessage message)
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{
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InputHistory.Instance.RegisterInputHistory(message);
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var info = message.Body.Deserialize<Leak1FireFightSyncData>();
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// var sender = info.SendUserID;
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if (InputManager.Instance)
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{
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if (CurrentUserInfo.mySelf.Id != info.SendUserID)
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{
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if (GetComponent<BaseGameObjInfo>().gameObjID == info.gameObjID)
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{
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firebuttomemiss.rateOverTime = info.FireButtomRate;
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fire8emiss.rateOverTime = info.Fire8Rate;
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smokeemiss.rateOverTime = info.Smokerate;
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if (info.FireButtomRate<0&&info.Smokerate<0)
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{
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EntitiesManager.Instance.DeleteObj(gameObject);
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}
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}
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}
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}
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}
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}
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