using PF; using UnityEngine; using Quaternion = UnityEngine.Quaternion; using Vector3 = UnityEngine.Vector3; namespace ETModel { [ObjectSystem] public class UnitAwakeSystem : AwakeSystem { public override void Awake(Unit self, GameObject gameObject) { self.Awake(gameObject); } } [HideInHierarchy] public sealed class Unit: Entity { public void Awake(GameObject gameObject) { this.GameObject = gameObject; this.GameObject.AddComponent().Component = this; } public Vector3 Position { get { return GameObject.transform.position; } set { GameObject.transform.position = value; } } public Quaternion Rotation { get { return GameObject.transform.rotation; } set { GameObject.transform.rotation = value; } } public override void Dispose() { if (this.IsDisposed) { return; } base.Dispose(); } } }