using System; using System.Collections; using System.Collections.Generic; using AX.Network.Protocols; using UnityEngine; using AX.Serialization; public class LIQUIP_SHOW_SYNC : NetworkMessageBehaviour { protected override void Execute(BinaryMessage message) { InputHistory.Instance.RegisterInputHistory(message); var info = message.Body.Deserialize(); if (InputManager.Instance) { GameObject Liquip = EntitiesManager.Instance.GetEntityByID(info); Liquip.SetActive(true); } } }