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35 lines
1.3 KiB
35 lines
1.3 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 System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class CLONE_PERSON_SYNC : NetworkMessageBehaviour
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{
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public GameObject ClonePrefab;
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public CloneObjType CloneType;
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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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var cloneData = message.Body.Deserialize<CloneSyncPersonData>();
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if (cloneData.CloneType == CloneType)
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{
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//克隆
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GameObject cloneGO = EntitiesManager.Instance.CreateObj(ClonePrefab, cloneData.ClonePosition, transform, cloneData.CloneID);
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//设置克隆数据
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cloneGO.name = cloneData.CloneName;
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CloneGameObjInfo info = cloneGO.GetComponent<CloneGameObjInfo>();
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info.gameObjType = cloneData.CloneType;
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info.UserID = cloneData.UserID;
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info.buildNum = cloneData.BuildNum;
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info.floorNum = cloneData.FloorNum;
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info.interlayerNum = cloneData.InterLayerNum;
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TheHeadName.GetInstance.CreateName(info.gameObjID,cloneGO.name,CloneType.ToString(), 20, Vector3.up * 3f);
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}
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}
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}
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