using AX.Network.Protocols;
using AX.NetworkSystem;
using AX.Serialization;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class LOBBY_ENTER_SYNC : NetworkMessageBehaviour
{
    protected override void Execute(BinaryMessage message)
    {
        var user = message.Body.Deserialize<UserData>();
        if (user.UserInfo.Id == CurrentUserInfo.mySelf.Id)
        {
            SceneManager.LoadScene("Lobby");
        }
        else
        {
            Lobby.userList.Add(user);
        }
    }
}