using AX.Network.Protocols;
using AX.Serialization;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
///
/// 克隆车辆同步
///
public class CLONE_CAR_SYNC : NetworkMessageBehaviour
{
public GameObject ClonePrefab;
public CloneObjType CloneType;
protected override void Execute(BinaryMessage message)
{
InputHistory.Instance.RegisterInputHistory(message);
var cloneData = message.Body.Deserialize();
if (cloneData.CloneType == CloneType)
{
//克隆
GameObject cloneGO = EntitiesManager.Instance.CreateObj(ClonePrefab, cloneData.ClonePosition, transform, cloneData.CloneID);
//设置克隆数据
cloneGO.name = cloneData.CloneName;
CloneGameObjInfo info = cloneGO.GetComponent();
info.gameObjType = cloneData.CloneType;
info.UserID = cloneData.UserID;
info.buildNum = cloneData.BuildNum;
info.floorNum = cloneData.FloorNum;
info.interlayerNum = cloneData.InterLayerNum;
cloneGO.GetComponent().MyCarMessage = cloneData.CarMessage;
TheHeadName.GetInstance.CreateName(info.gameObjID,cloneGO.name, CloneType.ToString(), 20, Vector3.up * 5);
// 添加到报告
ReportDataMgr.AddTruckObj(cloneGO);
}
}
}