using System.Collections; using System.Collections.Generic; using UnityEngine; using AX.Network.Protocols; using AX.Serialization; using System; public class SET_LEAK2_SYNC : NetworkMessageBehaviour { protected override void Execute(BinaryMessage message) { InputHistory.Instance.RegisterInputHistory(message); var info = message.Body.Deserialize(); if (InputManager.Instance) { if (CurrentUserInfo.mySelf.Id != info.SendUserID) { if (info.gameObjID==GetComponent().gameObjID) { GetComponent().level = info.Level; } } } } }