网上演练
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using AX.InputSystem;
using AX.Network.Protocols;
using AX.Serialization;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class CLONE_PERSON_SYNC : NetworkMessageBehaviour
{
public GameObject ClonePrefab;
public CloneObjType CloneType;
protected override void Execute(BinaryMessage message)
{
//添加回放记录
InputHistory.Instance.RegisterInputHistory(message);
var cloneData = message.Body.Deserialize<CloneSyncPersonData>();
if (cloneData.CloneType == CloneType)
{
//克隆
GameObject cloneGO = EntitiesManager.Instance.CreateObj(ClonePrefab, cloneData.ClonePosition, transform, cloneData.CloneID);
//设置克隆数据
cloneGO.name = cloneData.CloneName;
CloneGameObjInfo info = cloneGO.GetComponent<CloneGameObjInfo>();
info.gameObjType = cloneData.CloneType;
info.UserID = cloneData.UserID;
info.buildNum = cloneData.BuildNum;
info.floorNum = cloneData.FloorNum;
info.interlayerNum = cloneData.InterLayerNum;
TheHeadName.GetInstance.CreateName(info.gameObjID,cloneGO.name,CloneType.ToString(), 20, Vector3.up * 3f);
}
}
}