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33 lines
1.0 KiB
33 lines
1.0 KiB
4 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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public class ABJUST_ROTATION_SYNC : NetworkMessageBehaviour
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{
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protected override void Execute(BinaryMessage message)
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{
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InputHistory.Instance.RegisterInputHistory(message);
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//var sender = message.ID;
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var info = message.Body.Deserialize<AdjustRotationWhileEndPathfindData>();
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if (InputManager.Instance)
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{
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if (CurrentUserInfo.mySelf.Id != info.SenderId)
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{
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if (info.GameObjId == GetComponent<BaseGameObjInfo>().gameObjID)
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{
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if (GetComponent<CloneGameObjInfo>().gameObjType==CloneObjType.trappedPerson)
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{
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transform.position = info.Hitpoint;
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}
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transform.rotation = Quaternion.Euler(info.EndRotation.x,info.EndRotation.y,info.EndRotation.z);
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}
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}
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}
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}
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}
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