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]; } }