#if MODULE_ENTITIES using Unity.Entities; using Unity.Mathematics; namespace Pathfinding.ECS { using Pathfinding; /// /// Tag component to enable movement for an entity. /// Without this component, most systems will completely ignore the entity. /// /// There are some more specific components that can be used to selectively enable/disable some jobs: /// - /// - /// - /// /// Removing one of the above components can be useful if you want to override the movement of an agent in some way. /// public struct SimulateMovement : IComponentData { } /// /// Tag component to allow the agent to repair its path and recalculate various statistics. /// /// Allows the to run. /// public struct SimulateMovementRepair : IComponentData { } /// /// Tag component to allow the agent to calculate how it wants to move. /// /// Allows the to run. /// public struct SimulateMovementControl : IComponentData { } /// /// Tag component to allow the agent to move according to its desired movement parameters. /// /// Allows to run the , and jobs. /// public struct SimulateMovementFinalize : IComponentData { } } #endif