TH1/Unity/Assets/Scripts/Core/Analyzer/EntitySystemOf.cs
2025-07-17 18:26:28 +08:00

42 lines
1.3 KiB
C#

using System;
namespace ET
{
/// <summary>
/// 标记Entity的System静态类 用于自动生成System函数
/// </summary>
[AttributeUsage(AttributeTargets.Class)]
public class EntitySystemOfAttribute: BaseAttribute
{
public Type type;
/// <summary>
/// 标记Entity的System静态类 用于自动生成System函数
/// </summary>
/// <param name="type">Entity类型</param>
/// <param name="ignoreAwake">是否忽略生成AwakeSystem</param>
public EntitySystemOfAttribute(Type type, bool ignoreAwake = false)
{
this.type = type;
}
}
/// <summary>
/// 标记LSEntity的System静态类 用于自动生成System函数
/// </summary>
[AttributeUsage(AttributeTargets.Class)]
public class LSEntitySystemOfAttribute: BaseAttribute
{
public Type type;
/// <summary>
/// 标记LSEntity的System静态类 用于自动生成System函数
/// </summary>
/// <param name="type">LSEntity类型</param>
/// <param name="ignoreAwake">是否忽略生成AwakeSystem</param>
public LSEntitySystemOfAttribute(Type type, bool ignoreAwake = false)
{
this.type = type;
}
}
}