using System;
namespace ET
{
///
/// 同一块地图可能有多种寻路数据,玩家可以随时切换,怪物也可能跟玩家的寻路不一样,寻路组件应该挂在Unit上
///
[ComponentOf(typeof(Unit))]
public class PathfindingComponent: Entity, IAwake, IDestroy
{
public const int FindRandomNavPosMaxRadius = 15000; // 随机找寻路点的最大半径
[StaticField]
public static float[] extents = {15, 10, 15};
public string Name;
public long NavMesh;
public float[] StartPos = new float[3];
public float[] EndPos = new float[3];
public float[] Result = new float[Recast.MAX_POLYS * 3];
}
}