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							- using Fort23.Common;
 
- using Fort23.Core;
 
- using GameLogic.Combat.Buff;
 
- using UnityEngine;
 
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
- namespace GameLogic.Combat.Hero
 
- {
 
-     public class ShowBaiscEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle
 
-     {
 
-         public bool IsEnemy { get; set; }
 
-         public bool isDie { get; set; }
 
-         public int number;
 
-         public CombatHeroInfo CurrCombatHeroInfo;
 
-         public CombatHeroInfo MaxCombatHeroInfo;
 
-         public CombatAIBasic CombatAIBasic;
 
-         public CombatHeroGameObject combatHeroGameObject;
 
-         public CombatHeroTimeLineControl combatHeroTimeLineControl;
 
-         public HeroAnimtionBasic combatHeroAnimtion;
 
-         public CombatHeroSkillControl CombatHeroSkillControl;
 
-         public BuffControl BuffControl;
 
-         public BetterList<CombatParticleSystemPool> heroLoopParticle = new BetterList<CombatParticleSystemPool>();
 
-         public override void ActiveObj()
 
-         {
 
-         }
 
-         public override void DormancyObj()
 
-         {
 
-         }
 
-         public virtual Vector3 dotPos
 
-         {
 
-             get { return combatHeroGameObject.position; }
 
-         }
 
-         public virtual Vector3 faceDir
 
-         {
 
-             get { return combatHeroGameObject.transform.forward; }
 
-         }
 
-         public string guidName { get; }
 
-         public T This<T>()
 
-         {
 
-             return (T)(object)this;
 
-         }
 
-         public virtual T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
 
-             where T : ILifetCycleHitPoint
 
-         {
 
-             throw new System.NotImplementedException();
 
-         }
 
-         public virtual T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
 
-         {
 
-             throw new System.NotImplementedException();
 
-         }
 
-     }
 
- }
 
 
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