using System;
using System.Collections;
using System.Collections.Generic;
using AX.Network.Protocols;
using UnityEngine;
using AX.Serialization;
///
/// 水源信息同步
///
public class WATER_SOURCE_INFO_SYNC : NetworkMessageBehaviour
{
protected override void Execute(BinaryMessage message)
{
InputHistory.Instance.RegisterInputHistory(message);
var info = message.Body.Deserialize();
// var sender = info.SendUserID;
if (InputManager.Instance)
{
if (CurrentUserInfo.mySelf.Id != info.SenderId)
{
if (info.GameobjId == GetComponent().gameObjID)
{
// GetComponent().hasover = info.hasover;
GetComponent().totalFlow = info.TotalFlow;
GetComponent().AllUserWater = info.AllUserWater;
GetComponent().AllUserFoam = info.AllUserFoam;
if (GetComponent())
{
if (info.AllUserWater > GetComponent().TotalWater)
{
GetComponent().AllUserWater = GetComponent().TotalWater;
}
}
}
}
}
}
}