using AX.Network.Protocols; using AX.Serialization; using System.Collections; using System.Collections.Generic; using UnityEngine; public class MOVEWATERCANNON_ROTATE_SYNC : NetworkMessageBehaviour { public Transform Vratate; public Transform Hratate; 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.gameObjID == GetComponent().gameObjID) { Vratate.transform.localRotation = Quaternion.Euler(info.Vroatet, Vratate.transform.localRotation.eulerAngles.y, Vratate.transform.localRotation.eulerAngles.z); Hratate.transform.localRotation = Quaternion.Euler(Hratate.transform.localRotation.eulerAngles.x, info.Hrotate, Hratate.transform.localRotation.eulerAngles.z); } } } } }