//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<ObjManager>.GetInstance().FindObjCharacterInScene(packet.ObjId);
//
//            Obj_Character _objTarget = Singleton<ObjManager>.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<LightingChain>() != null)
//            {
//                effectObject.GetComponent<LightingChain>().InitData((int)targetID);
//            }
//        }
    }
 }