using Entitas; using UnityEngine; namespace CoreGame.Render { [Combat] public class AimTargetComponent : IComponent { public Vector2 targetPos; public int targetEid; public float resetTime; public BindPointType rotationCtrl; // 旋转绑定点的类型, 一般是Weapon public int rotationEid; // 旋转的绑定点代理所属实体的ID public bool rotationEntChangeDir; // 旋转时是否根据角度改变朝向 public Vector2 gunAimForwardDir; // 枪口朝向 } }