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- using System;
- using System.Collections.Generic;
- using Unity.Mathematics;
- namespace ET
- {
- [ComponentOf(typeof(Unit))]
- public class MoveComponent: Entity, IAwake, IDestroy
- {
- public float3 PreTarget
- {
- get
- {
- return this.Targets[this.N - 1];
- }
- }
- public float3 NextTarget
- {
- get
- {
- return this.Targets[this.N];
- }
- }
- // 开启移动协程的时间
- public long BeginTime;
- // 每个点的开始时间
- public long StartTime { get; set; }
- // 开启移动协程的Unit的位置
- public float3 StartPos;
- public float3 RealPos
- {
- get
- {
- return this.Targets[0];
- }
- }
- private long needTime;
- public long NeedTime
- {
- get
- {
- return this.needTime;
- }
- set
- {
- this.needTime = value;
- }
- }
- public long MoveTimer;
- public float Speed; // m/s
- public ETTask<bool> tcs;
- public List<float3> Targets = new List<float3>();
- public float3 FinalTarget
- {
- get
- {
- return this.Targets[this.Targets.Count - 1];
- }
- }
- public int N;
- public int TurnTime;
- public bool IsTurnHorizontal;
- public quaternion From;
- public quaternion To;
- }
- }
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