using System; using System.Numerics; using UnityEngine; using static UnityEngine.GraphicsBuffer; using Vector3 = UnityEngine.Vector3; public class BaseEntity : MonoBehaviour { public virtual string entityType { get { return null; } } public virtual AnimationPlayer GetAnimationPlayer() { return null; } public Vector3 beforePosition { get { return default(Vector3); } private set { } } public void Register() { } public void Unregister() { } public int currentSequence { get { return default(int); } private set { } } public int nextSequence { get { return default(int); } set { } } public float sequenceTime { get { return default(float); } private set { } } public string entityEname { get { return null; } set { } } public BaseEntity target { get { return null; } private set { } } public new Transform transform { get { return null; } } protected virtual void Awake() { } protected virtual void OnEnable() { } protected virtual void OnDisable() { } protected virtual void OnDestroy() { } private void OnEarlyUpdate(float deltaTime) { } protected virtual void OnUpdate(float deltaTime) { } protected virtual void OnLateUpdate(float deltaTime) { } private void OnPostLateUpdate(float deltaTime) { } protected virtual bool SwitchToNext() { return default(bool); } protected virtual void ProcessSequence(float deltaTime) { } public void SetPositionDirect(Vector3 pos) { } public void SetYawAngleDirect(float angle) { } public BaseEntity() { } [SerializeField] private string _enityName; private bool _alreadyRegistered; [NonSerialized] public float yawAngle; [NonSerialized] public Vector3 worldPosition; private float savedYawAngle; private Vector3 savedPosition; private Transform _cacheTransform; public class SequenceID { public SequenceID() { } public const int Initialize = 0; protected const int User = 4096; } }