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修改删除主火时删除蔓延火,以及相关同步逻辑

develop
曹衍涛 4 years ago
parent
commit
c4c3131609
  1. 1
      Assets/Scripts/DisasterSetting/FireSpreadCtrl.cs
  2. 22
      Assets/Scripts/DisasterSetting/SpreadFire.cs

1
Assets/Scripts/DisasterSetting/FireSpreadCtrl.cs

@ -118,6 +118,7 @@ public class FireSpreadCtrl : MonoBehaviour
public void OnDestroy()
{
MessageDispatcher.SendMessage("DelectSpread",GetComponent<CloneGameObjInfo>().gameObjID);
MessageDispatcher.RemoveListener("ReplayEvent", ReplayEventSpreadFire);
}
public void Reset()

22
Assets/Scripts/DisasterSetting/SpreadFire.cs

@ -2,6 +2,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using AX.MessageSystem;
[Serializable]
@ -28,6 +29,27 @@ public class SpreadFireDestoryData//蔓延出来的火的删除
public class SpreadFire : CloneGameObjInfo
{
public long SourceId;
public override void Start()
{
base.Start();
MessageDispatcher.AddListener("DelectSpread",DelectSpread);
}
public override void OnDestroy()
{
base.OnDestroy();
MessageDispatcher.RemoveListener("DelectSpread", DelectSpread);
}
private void DelectSpread(IMessage obj)
{
long id = (long)obj.Data;
if (SourceId==id)
{
Destroy(gameObject);
}
}
public void AddRecordDataCreat(GameObject sourceObj)
{
SourceId = sourceObj.GetComponent<CloneGameObjInfo>().gameObjID;

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