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using System;
using System.Collections.Generic;
using UnityEngine;
namespace ET
{
[ComponentOf(typeof(Unit))]
public class MoveComponent: Entity, IAwake, IDestroy
{
public Vector3 PreTarget
{
get
{
return this.Targets[this.N - 1];
}
}
public Vector3 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 Vector3 StartPos;
public Vector3 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 Action<bool> Callback;
public List<Vector3> Targets = new List<Vector3>();
public Vector3 FinalTarget
{
get
{
return this.Targets[this.Targets.Count - 1];
}
}
public int N;
public int TurnTime;
public bool IsTurnHorizontal;
public Quaternion From;
public Quaternion To;
}
}