using PF; using UnityEngine; namespace ETModel { public enum UnitType { Hero, Npc } [ObjectSystem] public class UnitAwakeSystem : AwakeSystem { public override void Awake(Unit self, UnitType a) { self.Awake(a); } } public sealed class Unit: Entity { public UnitType UnitType { get; private set; } public Vector3 Position { get; set; } public void Awake(UnitType unitType) { this.UnitType = unitType; } public override void Dispose() { if (this.IsDisposed) { return; } base.Dispose(); } } }