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30 lines
1.1 KiB
30 lines
1.1 KiB
5 years ago
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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 AX.Serialization;
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using UnityEngine;
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public class BAG_DATA_SYNC : NetworkMessageBehaviour
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{
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protected override void Execute(BinaryMessage message)
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{
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BagDataSync data = message.Body.Deserialize<BagDataSync>();
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// 根据id找到消防员或者机器人
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GameObject selectobj = EntitiesManager.Instance.GetEntityByID(data.GameObjectID);
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// 同步背包数据 不适用添加的方法,因为这样会不停累加数量
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Bags bagData = selectobj.GetComponent<Bags>();
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bagData.EquipData = data.BagData;
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// 重新加载背包装备信息,没有穿戴装备的逻辑,在背包就要检测自动穿戴
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bagData.ReloadingSync();
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// 给对应消防员赋值对应水带信息
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if (selectobj.GetComponent<FireManWaterHoseManager>())
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{
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selectobj.GetComponent<FireManWaterHoseManager>().AddEquip();
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}
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else if (selectobj.GetComponent<FireRobotWaterHoseManage>())
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{
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selectobj.GetComponent<FireRobotWaterHoseManage>().AddEquip();
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}
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}
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}
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