using System.Collections; using System.Collections.Generic; using UnityEngine; using AX.Network; using AX.Network.Protocols; using System; using AX.Serialization; public class CLONE_SAFEAREA_SYNC : NetworkMessageBehaviour { protected override void Execute(BinaryMessage message) { InputHistory.Instance.RegisterInputHistory(message); var info = message.Body.Deserialize(); if (InputManager.Instance) { if (CurrentUserInfo.mySelf.Id != info.SendUserID) { if (info.gameObjType == GetComponent().cloneObjType) { GameObject Prefab = GetComponent().clonePrefab; GameObject clone = EntitiesManager.Instance.CreateObj(Prefab, info.ClonePosition, transform, info.gameObjID); clone.GetComponent().UserID = info.UserID; clone.GetComponent().gameObjType = info.gameObjType; clone.GetComponent().floorNum = info.floorNum; clone.GetComponent().buildNum = info.buildNum; clone.GetComponent().interlayerNum = info.interlayerNum; clone.name = info.name; SelectedObjs.gameObjs.Add(clone); } } } } }