using System; using System.Collections; using System.Collections.Generic; using AX.Network.Protocols; using UnityEngine; using AX.Serialization; using System.IO; public class DELETE_DISASTER_REPLY : NetworkMessageBehaviour { protected override void Execute(BinaryMessage message) { var info = message.Body.Deserialize(); var disasterItem = transform.GetComponentsInChildren(); var path = Application.streamingAssetsPath + "/DisasterLibrary/" + info + ".disaster"; if (File.Exists(path)) { File.Delete(path); } for (int i = 0; i < disasterItem.Length; i++) { if (disasterItem[i].GetComponent().disasterMetaDataId == info) { Destroy(disasterItem[i].gameObject); break; } } } }