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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;
}
}
}