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 LEAK1_FIRE_FIGHT_SYNC : NetworkMessageBehaviour
{
private Transform FireBottom;
private Transform Smoke;
private Transform Fire8;
ParticleSystem.EmissionModule firebuttomemiss;
ParticleSystem.EmissionModule smokeemiss;
ParticleSystem.EmissionModule fire8emiss;
void Start()
{
FireBottom = transform.Find("FireBottom");
Smoke = FireBottom.Find("smoke (1)");
Fire8 = FireBottom.Find("fire (8)");
firebuttomemiss = FireBottom.GetComponent<ParticleSystem>().emission;
smokeemiss = Smoke.GetComponent<ParticleSystem>().emission;
fire8emiss = Fire8.GetComponent<ParticleSystem>().emission;
}
protected override void Execute(BinaryMessage message)
{
InputHistory.Instance.RegisterInputHistory(message);
var info = message.Body.Deserialize<Leak1FireFightSyncData>();
// var sender = info.SendUserID;
if (InputManager.Instance)
{
if (CurrentUserInfo.mySelf.Id != info.SendUserID)
{
if (GetComponent<BaseGameObjInfo>().gameObjID == info.gameObjID)
{
firebuttomemiss.rateOverTime = info.FireButtomRate;
fire8emiss.rateOverTime = info.Fire8Rate;
smokeemiss.rateOverTime = info.Smokerate;
if (info.FireButtomRate<0&&info.Smokerate<0)
{
EntitiesManager.Instance.DeleteObj(gameObject);
}
}
}
}
}
}