using System; using System.Collections; using System.Collections.Generic; using AX.Network.Protocols; using UnityEngine; using AX.Serialization; public class LEAK1_FIRE_FIGHT_SYNC : NetworkMessageBehaviour { private Transform FireBottom; private Transform Smoke; private Transform Fire8; ParticleSystem.EmissionModule firebuttomemiss; ParticleSystem.EmissionModule smokeemiss; ParticleSystem.EmissionModule fire8emiss; void Start() { FireBottom = transform.Find("FireBottom"); Smoke = FireBottom.Find("smoke (1)"); Fire8 = FireBottom.Find("fire (8)"); firebuttomemiss = FireBottom.GetComponent().emission; smokeemiss = Smoke.GetComponent().emission; fire8emiss = Fire8.GetComponent().emission; } 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.SendUserID) { if (GetComponent().gameObjID == info.gameObjID) { firebuttomemiss.rateOverTime = info.FireButtomRate; fire8emiss.rateOverTime = info.Fire8Rate; smokeemiss.rateOverTime = info.Smokerate; if (info.FireButtomRate<0&&info.Smokerate<0) { EntitiesManager.Instance.DeleteObj(gameObject); } } } } } }