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33 lines
880 B
33 lines
880 B
5 years ago
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using AX.Network.Protocols;
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using UnityEngine;
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using AX.Serialization;
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using System.IO;
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public class DELETE_DISASTER_REPLY : NetworkMessageBehaviour
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{
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protected override void Execute(BinaryMessage message)
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{
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var info = message.Body.Deserialize<long>();
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var disasterItem = transform.GetComponentsInChildren<DisasterItem>();
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var path = Application.streamingAssetsPath + "/DisasterLibrary/" + info + ".disaster";
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if (File.Exists(path))
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{
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File.Delete(path);
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}
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for (int i = 0; i < disasterItem.Length; i++)
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{
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if (disasterItem[i].GetComponent<DisasterItem>().disasterMetaDataId == info)
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{
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Destroy(disasterItem[i].gameObject);
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break;
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}
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}
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}
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}
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