//This code create by CodeEngine using System; using Games.LogicObj; using Module.Log; using Google.ProtocolBuffers; using System.Collections; using UnityEngine; namespace SPacket.SocketInstance { public class GC_PLAYSHANDIANLIANEFFECTHandler : Ipacket { public uint Execute(PacketDistributed ipacket) { // 已经废弃的协议 // GC_PLAYSHANDIANLIANEFFECT packet = (GC_PLAYSHANDIANLIANEFFECT )ipacket; // if (null == packet) return (uint)PACKET_EXE.PACKET_EXE_ERROR; // //enter your logic // Obj_Character _objChar = Singleton.GetInstance().FindObjCharacterInScene(packet.ObjId); // // Obj_Character _objTarget = Singleton.GetInstance().FindObjCharacterInScene(packet.TargetId); // if (_objChar && _objTarget!=null) // { // _objChar.PlayEffect(packet.EffectId, OnPlayEffect, packet.TargetId); // } return (uint)PACKET_EXE.PACKET_EXE_CONTINUE; } // void OnPlayEffect(GameObject effectObject, object targetID) // { // if (effectObject != null && effectObject.GetComponent() != null) // { // effectObject.GetComponent().InitData((int)targetID); // } // } } }