using System; using System.Collections; using System.Collections.Generic; using AX.Network.Protocols; using UnityEngine; using AX.Serialization; public class OIL_TANK_INFO_SYNC : NetworkMessageBehaviour { private Transform OilStandard; private void Awake() { OilStandard = transform.Find("OilStandard"); } 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) { OilTankMessage oilTankMessage =GetComponent(); oilTankMessage.MatterContainer = info.MatterContainer; oilTankMessage.Reserves = info.Reserves; oilTankMessage.OutShowHeight =info.OutShowHeight; //oilTankMessage.SetOilStandard(); OilStandard.transform.localScale = new Vector3(OilStandard.transform.localScale.x, oilTankMessage.OutShowHeight, OilStandard.transform.localScale.z); oilTankMessage.TakeTime = info.Taketime; oilTankMessage.DurationTime = info.DurationTime; oilTankMessage.FlowRate = info.FlowRate; oilTankMessage.BoilProb = info.BoilProb; oilTankMessage.HasLeakeSet = info.HasLeakeSet; } } } } }