using System; using UnityEngine; namespace SepCore.Entity { [Serializable] public abstract class EntityDataBase { [SerializeField] private string m_AssetName = string.Empty; [SerializeField] private int _id = 0; [SerializeField] private int _typeId = 0; [SerializeField] private Vector3 _position = Vector3.zero; [SerializeField] private Quaternion _rotation = Quaternion.identity; public EntityDataBase(string assetName, int entityId) { m_AssetName = assetName; _id = entityId; } public EntityDataBase(int entityId, int typeId) { m_AssetName = typeId.ToString(); _id = entityId; _typeId = typeId; } /// /// 实体资源名称。 /// public string AssetName => m_AssetName; /// /// 实体编号。 /// public int Id => _id; /// /// 实体类型编号(向后兼容)。 /// public int TypeId => _typeId; /// /// 实体位置。 /// public Vector3 Position { get => _position; set => _position = value; } /// /// 实体朝向。 /// public Quaternion Rotation { get => _rotation; set => _rotation = value; } } }