网演高层钦州
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using System;
using System.Collections;
using System.Collections.Generic;
using AX.Network.Protocols;
using UnityEngine;
using AX.Serialization;
public class CLONE_SNOWCANNON_SYNC : NetworkMessageBehaviour
{
protected override void Execute(BinaryMessage message)
{
InputHistory.Instance.RegisterInputHistory(message);
var info = message.Body.Deserialize<CloneDisasterSyncData>();
// var sender = info.SendUserID;
if (InputManager.Instance)
{
//移动水泡
if (CurrentUserInfo.mySelf.Id != info.SendUserID)
{
if (info.gameObjType == GetComponent<CloneSonwCannon>().cloneObjType)
{
GameObject Prefab = GetComponent<CloneSonwCannon>().clonePrefab;//Resources.Load<GameObject>(info.PrefabsPath);
//Transform parent = EntitiesManager.Instance.GetEntityByID((long)info.parentUID).transform;
GameObject clone = EntitiesManager.Instance.CreateObj(Prefab, info.ClonePosition, transform, info.gameObjID);
clone.GetComponent<BaseGameObjInfo>().UserID = info.UserID;
clone.GetComponent<BaseGameObjInfo>().gameObjType = info.gameObjType;
clone.GetComponent<CloneGameObjInfo>().floorNum = info.floorNum;
clone.GetComponent<CloneGameObjInfo>().buildNum = info.buildNum;
clone.GetComponent<CloneGameObjInfo>().interlayerNum = info.interlayerNum;
clone.name = info.name;
}
}
}
}
}