using System; using System.Collections; using System.Collections.Generic; using AX.Network.Protocols; using UnityEngine; using AX.Serialization; using UnityEngine.AI; /// /// 被困人员。伤员血量同步 /// public class HAEMAL_BLOOD_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.SendUserID) { if (info.gameObjID == GetComponent().gameObjID) { GetComponent().Haemal = info.Haemal; if (GetComponent()) { GetComponent().Haemal = info.Haemal; if (info.FallDown) { if (GetComponent()) { GetComponent().CancelInvoke(); GetComponent().StopAllCoroutines(); GetComponent().SetFloat("Speed", 0); GetComponent().SetBool("FallDown", true); GetComponent().movestate = MoveState.FALLDOWN; GetComponent().pathFindEnable = false; GetComponent().SetDestination(transform.position); GetComponent().targetPosition = transform.position; // GetComponent().enabled = false; //GetComponent().center = new Vector3(0f, 0.2f, 0f); // GetComponent().direction = 0; //if (GetComponent().enabled) //{ // GetComponent().FallDown(); // //GetComponent().enabled = false; // //GetComponent().enabled = true; // //transform.Find("Trigger").GetComponent().center = GetComponent().center; //} } } } } } }; } }