using AX.InputSystem; using AX.Network.Protocols; using AX.Serialization; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class CLONE_PERSON_SYNC : NetworkMessageBehaviour { public GameObject ClonePrefab; public CloneObjType CloneType; protected override void Execute(BinaryMessage message) { //添加回放记录 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; TheHeadName.GetInstance.CreateName(info.gameObjID,cloneGO.name,CloneType.ToString(), 20, Vector3.up * 3f); } } }