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