using System.Collections; using System.Collections.Generic; using UnityEngine; using AX.MessageSystem; public class FireDeployCameraCtrl : MonoBehaviour { public GameObject fireDeployCamera; public FireDepolySYNCInfo fireDepolySYNCInfo; // Use this for initialization void Start () { gameObject.SetActive(false); } // Update is called once per frame void Update () { } private void OnEnable() { fireDeployCamera.SetActive(true); //获取同步数据做接收处理 if (GameObject.Find("Canvas").GetComponent().fireDepolySYNCInfo != null) { fireDepolySYNCInfo = GameObject.Find("Canvas").GetComponent().fireDepolySYNCInfo; fireDeployCamera.GetComponent().target.position = fireDepolySYNCInfo.fireDeployCameraSYNCData.targetPos; fireDeployCamera.GetComponent().distance = fireDepolySYNCInfo.fireDeployCameraSYNCData.cameraSize; fireDeployCamera.GetComponent().orthographicSize = fireDepolySYNCInfo.fireDeployCameraSYNCData.cameraSize; foreach (FireDeploySYNCDATA item in fireDepolySYNCInfo.fireDeploySYNCDATAs) { MessageDispatcher.SendMessage("FDSYNC_HANDLE",item); } foreach (FireDeployLeftSYNCData item in fireDepolySYNCInfo.fireDeployLeftSYNCDatas) { MessageDispatcher.SendMessage("FDLEFTSYNC_HANDLE", item); } } } private void OnDisable() { if (fireDeployCamera) fireDeployCamera.SetActive(false); } }