网上演练
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using System;
using System.Collections;
using System.Collections.Generic;
using AX.Network.Protocols;
using UnityEngine;
using AX.Serialization;
/// <summary>
/// 出水物体流量同步
/// </summary>
public class FLOW_CHANGE_SYNC : NetworkMessageBehaviour
{
protected override void Execute(BinaryMessage message)
{
InputHistory.Instance.RegisterInputHistory(message);
var info = message.Body.Deserialize<FlowChangeData>();
// var sender = info.SendUserID;
if (InputManager.Instance)
{
if (CurrentUserInfo.mySelf.Id != info.SenderId)
{
if (info.GameObjId == GetComponent<BaseGameObjInfo>().gameObjID)
{
if (GetComponent<FireManControl>())
{
GetComponent<FireManControl>().flow = info.Flow;
}
else if (GetComponent<TruckBindWaterSource>())
{
GetComponent<TruckBindWaterSource>().flow = info.Flow;
}
else if (GetComponent<WaterConnonController>())
{
GetComponent<WaterConnonController>().flow = info.Flow;
}
else if (GetComponent<SnowConnonController>())
{
GetComponent<SnowConnonController>().flow = info.Flow;
}
else if (GetComponent<FireRobotController>())
{
GetComponent<FireRobotController>().flow = info.Flow;
}
}
}
}
}
}