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CTT/Unity/Assets/Hotfix/Logic/Model/Game/Common/FsmStateBase.cs

38 lines
873 B
C#

using ET;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace ET
{
public class FsmStateBaseAwakeSystem : AwakeSystem<FsmStateBase, StateTypes, string, int>
{
public override void Awake(FsmStateBase self, StateTypes a, string b, int c)
{
self.StateTypes = a;
self.StateName = b;
self.Priority = c;
}
}
public class FsmStateBase : Entity
{
/// <summary>
/// 状态类型
/// </summary>
public StateTypes StateTypes { get; set; }
/// <summary>
/// 状态名称
/// </summary>
public string StateName { get; set; }
/// <summary>
/// 状态的优先级,值越大,优先级越高。
/// </summary>
public int Priority { get; set; }
}
}