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32 lines
1.1 KiB
32 lines
1.1 KiB
5 years ago
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using AX.InputSystem;
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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 CAR_SKILL_SYNC : NetworkMessageBehaviour
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{
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protected override void Execute(BinaryMessage message)
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{
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//添加回放记录
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InputHistory.Instance.RegisterInputHistory(message);
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SkillSyncData skillData = message.Body.Deserialize<SkillSyncData>();
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GameObject go = EntitiesManager.Instance.GetEntityByID(skillData.GameObjectID);
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CarSkill skill = go.GetComponent<CarSkill>();
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switch (skillData.Cmd)
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{
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case SkillSyncData.CmdType.LiftArm:
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skill.ArmLifting(skillData.Position);
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break;
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case SkillSyncData.CmdType.ArmReset:
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skill.ArmReset();
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go.GetComponent<TruckMessage>().IsFixedSupport = skillData.IsFixedSupport;
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break;
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case SkillSyncData.CmdType.Fixation:
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skill.Fixation();
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go.GetComponent<TruckMessage>().IsFixedSupport = skillData.IsFixedSupport;
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break;
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case SkillSyncData.CmdType.GetOff:
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break;
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}
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}
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}
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