using System; using System.Collections; using System.Collections.Generic; using AX.Network.Protocols; using UnityEngine; using AX.Serialization; public class CLONE_SNOWCANNON_SYNC : NetworkMessageBehaviour { protected override void Execute(BinaryMessage message) { InputHistory.Instance.RegisterInputHistory(message); var info = message.Body.Deserialize(); // var sender = info.SendUserID; if (InputManager.Instance) { //移动水泡 if (CurrentUserInfo.mySelf.Id != info.SendUserID) { if (info.gameObjType == GetComponent().cloneObjType) { GameObject Prefab = GetComponent().clonePrefab;//Resources.Load(info.PrefabsPath); //Transform parent = EntitiesManager.Instance.GetEntityByID((long)info.parentUID).transform; 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; } } } } }