using System.Collections.Generic; namespace ET.Server { [UniqueId(0, 100)] public static class LocationType { public const int Unit = 0; public const int Player = 1; public const int Friend = 2; public const int Chat = 3; public const int GateSession = 4; public const int Max = 100; } [ChildOf(typeof(LocationOneType))] public class LockInfo: Entity, IAwake, IDestroy { public ActorId LockActorId; public CoroutineLock CoroutineLock { get; set; } } [ChildOf(typeof(LocationManagerComoponent))] public class LocationOneType: Entity, IAwake { public int LocationType; public readonly Dictionary locations = new(); public readonly Dictionary lockInfos = new(); } [ComponentOf(typeof(Scene))] public class LocationManagerComoponent: Entity, IAwake { public LocationOneType[] LocationOneTypes = new LocationOneType[LocationType.Max]; } }