using Entitas; using Sog; using UnityEngine; namespace CoreGame.Render { [Combat] public class ZoneComponent : IComponent, IReset { public int casterEid; public int targetEid; public int zoneId; public bool isFollow; public Fixed64Vector2 offsetPos; public ZoneLoopType loopType; public Fixed64 duration; public int loopCnt; public Fixed64 interval; public int attachAbilityId; public int endAbilityId; public Fixed64 accumulatedTime; public bool entInvalidDestroy; internal Fixed64Vector2 lastPos; internal Fixed64Vector2 lastDir; internal bool hasInvalidated; internal int invalidatedCount; internal int attachAbilityCtxSeq; internal int endAbilityCtxSeq; public void Reset() { lastPos = Fixed64Vector2.zero; lastDir = Fixed64Vector2.zero; hasInvalidated = false; invalidatedCount = 0; attachAbilityCtxSeq = 0; endAbilityCtxSeq = 0; } } }