using System.Collections; using System.Collections.Generic; using UnityEngine; using AX.Network.Protocols; using AX.Serialization; using System; public class ROOM_READY_SYNC : NetworkMessageBehaviour { protected override void Execute(BinaryMessage message) { var readyInfo = message.Body.Deserialize(); if (readyInfo.RoomId==CurrentUserInfo.room.Id) { if (GetComponent()) { GetComponent().UpdateUserStateFunction(readyInfo.UserId,readyInfo.IsReady); } } } }