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