using System; using System.Collections; using System.Collections.Generic; using AX.Network.Protocols; using UnityEngine; using AX.Serialization; using AX.MessageSystem; public class REPORT_ERROR_SYNC : NetworkMessageBehaviour { public static List ErrorList = new List(); protected override void Execute(BinaryMessage message) { InputHistory.Instance.RegisterInputHistory(message); var info = message.Body.Deserialize(); // var sender = info.SendUserID; if (InputManager.Instance) { if (CurrentUserInfo.role == Role.导调组||CurrentUserInfo.role==Role.观察团) { //MessageDispatcher.SendMessage("ReportError", info); ErrorList.Add(info); } } } }