using AX.MessageSystem; using System.Collections; using System.Collections.Generic; using UnityEngine; using System; using UnityEngine.UI; using AX.InputSystem; using AX.NetworkSystem; public class FireDepolyObjDelete : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { } void OnEnable() { MessageDispatcher.AddListener("DELETE_COMMAND", FireDeployObjDeleted); } void OnDisable() { MessageDispatcher.RemoveListener("DELETE_COMMAND", FireDeployObjDeleted); } void OnDestroy() { MessageDispatcher.RemoveListener("DELETE_COMMAND", FireDeployObjDeleted); } private void FireDeployObjDeleted(IMessage obj) { var data = (FireDeployObjDeleteCmdArgs)obj.Data; if (data.gameObjId == transform.GetComponent().gameObjID) { if (transform.Find("Toggle")) { if (transform.Find("Toggle").GetComponent().isOn) { EntitiesManager.Instance.DeleteObj(gameObject); //删除同步 ObjDelectSyncData arg = new ObjDelectSyncData(); arg.SendUserID = CurrentUserInfo.mySelf.Id; arg.gameObjID = gameObject.GetComponent().gameObjID; NetworkManager.Default.SendAsync("FIREDEPOLYOBJ_DELETE_SYNC", arg); } } else { if (transform.GetComponent().isOn) { EntitiesManager.Instance.DeleteObj(gameObject); //删除同步 ObjDelectSyncData arg = new ObjDelectSyncData(); arg.SendUserID = CurrentUserInfo.mySelf.Id; arg.gameObjID = gameObject.GetComponent().gameObjID; NetworkManager.Default.SendAsync("FIREDEPOLYOBJ_DELETE_SYNC", arg); } } } } }