using AX.InputSystem; using AX.Network.Protocols; using AX.Serialization; using UnityEngine; public class CAR_SKILL_SYNC : NetworkMessageBehaviour { protected override void Execute(BinaryMessage message) { //添加回放记录 InputHistory.Instance.RegisterInputHistory(message); SkillSyncData skillData = message.Body.Deserialize(); GameObject go = EntitiesManager.Instance.GetEntityByID(skillData.GameObjectID); CarSkill skill = go.GetComponent(); switch (skillData.Cmd) { case SkillSyncData.CmdType.LiftArm: skill.ArmLifting(skillData.Position); break; case SkillSyncData.CmdType.ArmReset: skill.ArmReset(); go.GetComponent().IsFixedSupport = skillData.IsFixedSupport; break; case SkillSyncData.CmdType.Fixation: skill.Fixation(); go.GetComponent().IsFixedSupport = skillData.IsFixedSupport; break; case SkillSyncData.CmdType.GetOff: break; } } }