IEntity.cs 1.2 KB

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  1. using UnityEngine;
  2. namespace FL.Battle
  3. {
  4. public interface IEntity
  5. {
  6. public int TableId { get; }
  7. public long EntityId { get; }
  8. /// <summary>
  9. /// 目标坐标
  10. /// </summary>
  11. public Vector3 BirthPosition { get; set; }
  12. public EEntityType EntityType { get; }
  13. //public EEntityState State { get; set; }
  14. /// <summary>
  15. /// 增加状态
  16. /// </summary>
  17. /// <param name="state"></param>
  18. /// <returns>有变化时返回true</returns>
  19. bool AddState(EEntityState state);
  20. /// <summary>
  21. /// 移除状态
  22. /// </summary>
  23. /// <param name="state"></param>
  24. /// <returns>有变化时返回true</returns>
  25. bool RemoveState(EEntityState state);
  26. bool IsState(EEntityState state);
  27. /// <summary>
  28. /// 是否待机,没有任何状态
  29. /// </summary>
  30. bool IsIdle { get; }
  31. bool IsDead { get; }
  32. EntityAttributes Attr { get; }
  33. /// <summary>
  34. /// 主动技能
  35. /// </summary>
  36. public int[] ActiveSkillIds { get; }
  37. /// <summary>
  38. /// 被动技能
  39. /// </summary>
  40. public int[] PassiveSkillIds { get; }
  41. }
  42. }