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;
public class UPDATE_FIREDEPLOY_EMGINE_SYNC : NetworkMessageBehaviour
{
protected override void Execute(BinaryMessage message)
{
var data = message.Body.Deserialize<KeyValuePair<FireCarEngine, Organization>>();
if (data.Key != null)
{
bool isContain = false;
foreach (var item in FireEnginesData.Instance.GetAllCas().Keys)
{
if (item == data.Value.DisplayName)
{
isContain = true;
break;
}
}
if (isContain)
{//防御性判断:看是否包含此key(data.Value.DisplayName)
for (int i = 0; i < FireEnginesData.Instance.GetAllCas()[data.Value.DisplayName].Count; i++)
{
if (FireEnginesData.Instance.GetAllCas()[data.Value.DisplayName][i].Key.TypeName == data.Key.TypeName)
{
FireEnginesData.Instance.GetAllCas()[data.Value.DisplayName][i] =
new KeyValuePair<FireCarEngine, int>(FireEnginesData.Instance.GetAllCas()[data.Value.DisplayName][i].Key,
FireEnginesData.Instance.GetAllCas()[data.Value.DisplayName][i].Value - 1);
}
}
}
}
else
{
if (FireEnginesData.Instance.GetAllPersons().ContainsKey(data.Value.DisplayName))
{
FireEnginesData.Instance.GetAllPersons()[data.Value.DisplayName] =
FireEnginesData.Instance.GetAllPersons()[data.Value.DisplayName] - 1;
}
}
}
}