using UnityEngine;
namespace FL.Battle
{
public interface IEntity
{
public int TableId { get; }
public long EntityId { get; }
///
/// 目标坐标
///
public Vector3 BirthPosition { get; set; }
public EEntityType EntityType { get; }
//public EEntityState State { get; set; }
///
/// 增加状态
///
///
/// 有变化时返回true
bool AddState(EEntityState state);
///
/// 移除状态
///
///
/// 有变化时返回true
bool RemoveState(EEntityState state);
bool IsState(EEntityState state);
///
/// 是否待机,没有任何状态
///
bool IsIdle { get; }
bool IsDead { get; }
EntityAttributes Attr { get; }
///
/// 主动技能
///
public int[] ActiveSkillIds { get; }
///
/// 被动技能
///
public int[] PassiveSkillIds { get; }
}
}