using System; using System.Collections; using System.Collections.Generic; using AX.Network.Protocols; using UnityEngine; using AX.Serialization; public class CLONE_WATERCURTAIN_SYNC : NetworkMessageBehaviour { private GameObject WaterCurtain = null;//水幕预设 private void Start() { if (WaterCurtain == null) WaterCurtain = Resources.Load("WaterCurtain/WaterCurtain") as GameObject; } 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.ParentGameObjId == GetComponent().gameObjID) { var WCurtain = EntitiesManager.Instance.CreateObj( WaterCurtain, info.ClonePosition, transform, info.gameObjID); WCurtain.name = "WaterCurtain"; CloneGameObjInfo CloneObjInfo = WCurtain.GetComponent(); CloneObjInfo.gameObjType = info.gameObjType; CloneObjInfo.UserID = info.UserID; CloneObjInfo.buildNum = info.buildNum; CloneObjInfo.floorNum = info.floorNum; CloneObjInfo.interlayerNum = info.interlayerNum; } } } } }