using System.Collections.Generic; using PF; using UnityEngine; namespace ETModel { [ObjectSystem] public class ABPathAwakeSystem : AwakeSystem { public override void Awake(ABPathWrap self, Vector3 start, Vector3 end) { self.Awake(start, end); } } public class ABPathWrap: Component { public ABPath Path { get; private set; } public void Awake(Vector3 start, Vector3 end) { this.Path = ABPath.Construct(start, end); this.Path.Claim(this); } public List Result { get { return this.Path.vectorPath; } } public override void Dispose() { if (this.IsDisposed) { return; } base.Dispose(); this.Path.Release(this); } } }