网上演练
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using System;
using System.Collections;
using System.Collections.Generic;
using AX.Network.Protocols;
using UnityEngine;
using AX.Serialization;
/// <summary>
/// 水源信息同步
/// </summary>
public class WATER_SOURCE_INFO_SYNC : NetworkMessageBehaviour
{
protected override void Execute(BinaryMessage message)
{
InputHistory.Instance.RegisterInputHistory(message);
var info = message.Body.Deserialize<WaterSourceSyncdata>();
// var sender = info.SendUserID;
if (InputManager.Instance)
{
if (CurrentUserInfo.mySelf.Id != info.SenderId)
{
if (info.GameobjId == GetComponent<BaseGameObjInfo>().gameObjID)
{
// GetComponent<WaterSource>().hasover = info.hasover;
GetComponent<WaterSource>().totalFlow = info.TotalFlow;
GetComponent<WaterSource>().AllUserWater = info.AllUserWater;
GetComponent<WaterSource>().AllUserFoam = info.AllUserFoam;
if (GetComponent<TruckMessage>())
{
if (info.AllUserWater > GetComponent<WaterSource>().TotalWater)
{
GetComponent<WaterSource>().AllUserWater = GetComponent<WaterSource>().TotalWater;
}
}
}
}
}
}
}