using System; using System.Collections; using System.Collections.Generic; using AX.Network.Protocols; using UnityEngine; using AX.Serialization; public class ABJUST_ROTATION_SYNC : NetworkMessageBehaviour { protected override void Execute(BinaryMessage message) { InputHistory.Instance.RegisterInputHistory(message); //var sender = message.ID; var info = message.Body.Deserialize(); if (InputManager.Instance) { if (CurrentUserInfo.mySelf.Id != info.SenderId) { if (info.GameObjId == GetComponent().gameObjID) { if (GetComponent().gameObjType==CloneObjType.trappedPerson) { transform.position = info.Hitpoint; } transform.rotation = Quaternion.Euler(info.EndRotation.x,info.EndRotation.y,info.EndRotation.z); } } } } }