void OnGameObjectDestroying(GameObjectDestroying data) { foreach (var go in data.GameObjectIds) { if (go.StableId != m_CurrentSelectedId) { continue; } var e = UnselectObject(); while (e.MoveNext()) { } } }
void OnExecuteSyncEvent(RpcContext <ExecuteSyncEvent, NullData> ctx) { switch (ctx.Data.Event) { case GameObjectCreating msg: GameObjectCreating?.Invoke(msg); break; case GameObjectDestroying msg: GameObjectDestroying?.Invoke(msg); break; case GameObjectEnabling msg: GameObjectEnabling?.Invoke(msg); break; case GameObjectDisabling msg: GameObjectDisabling?.Invoke(msg); break; } ctx.SendSuccess(null); }