网上演练贵港万达广场(人员密集)
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using AX.MessageSystem;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using UnityEngine.UI;
using AX.InputSystem;
using AX.NetworkSystem;
public class FireDepolyObjDelete : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnEnable()
{
MessageDispatcher.AddListener("DELETE_COMMAND", FireDeployObjDeleted);
}
void OnDisable()
{
MessageDispatcher.RemoveListener("DELETE_COMMAND", FireDeployObjDeleted);
}
void OnDestroy()
{
MessageDispatcher.RemoveListener("DELETE_COMMAND", FireDeployObjDeleted);
}
private void FireDeployObjDeleted(IMessage obj)
{
var data = (FireDeployObjDeleteCmdArgs)obj.Data;
if (data.gameObjId == transform.GetComponent<BaseGameObjInfo>().gameObjID)
{
if (transform.Find("Toggle"))
{
if (transform.Find("Toggle").GetComponent<Toggle>().isOn)
{
EntitiesManager.Instance.DeleteObj(gameObject);
//删除同步
ObjDelectSyncData arg = new ObjDelectSyncData();
arg.SendUserID = CurrentUserInfo.mySelf.Id;
arg.gameObjID = gameObject.GetComponent<BaseGameObjInfo>().gameObjID;
NetworkManager.Default.SendAsync("FIREDEPOLYOBJ_DELETE_SYNC", arg);
}
}
else
{
if (transform.GetComponent<Toggle>().isOn)
{
EntitiesManager.Instance.DeleteObj(gameObject);
//删除同步
ObjDelectSyncData arg = new ObjDelectSyncData();
arg.SendUserID = CurrentUserInfo.mySelf.Id;
arg.gameObjID = gameObject.GetComponent<BaseGameObjInfo>().gameObjID;
NetworkManager.Default.SendAsync("FIREDEPOLYOBJ_DELETE_SYNC", arg);
}
}
}
}
}