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; } } }