#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