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;
public class OIL_TANK_INFO_SYNC : NetworkMessageBehaviour {
private Transform OilStandard;
private void Awake()
{
OilStandard = transform.Find("OilStandard");
}
protected override void Execute(BinaryMessage message)
{
InputHistory.Instance.RegisterInputHistory(message);
var info = message.Body.Deserialize<OilTankInfoSyncData>();
// var sender = info.SendUserID;
if (InputManager.Instance)
{
if (CurrentUserInfo.mySelf.Id != info.SendUserID)
{
if (info.gameObjID == GetComponent<BaseGameObjInfo>().gameObjID)
{
OilTankMessage oilTankMessage =GetComponent<OilTankMessage>();
oilTankMessage.MatterContainer = info.MatterContainer;
oilTankMessage.Reserves = info.Reserves;
oilTankMessage.OutShowHeight =info.OutShowHeight;
//oilTankMessage.SetOilStandard();
OilStandard.transform.localScale =
new Vector3(OilStandard.transform.localScale.x, oilTankMessage.OutShowHeight, OilStandard.transform.localScale.z);
oilTankMessage.TakeTime = info.Taketime;
oilTankMessage.DurationTime = info.DurationTime;
oilTankMessage.FlowRate = info.FlowRate;
oilTankMessage.BoilProb = info.BoilProb;
oilTankMessage.HasLeakeSet = info.HasLeakeSet;
}
}
}
}
}