local Entity = class("Entity") function Entity:ctor(uid, pos, rot) self.uid = uid self.pos = pos self.rot = rot self.view = nil end function Entity:Dispose() self:ExitMap() self.uid = nil self.pos = nil self.rot = nil self.view = nil end function Entity:StatisticsPreloadAssets(multiTypeAssetLoadSystem) if self.view then self.view:StatisticsPreloadAssets(multiTypeAssetLoadSystem) end end function Entity:EnterMap() if self.view then self.view:EnterMap() end end function Entity:ExitMap() self:ExitWorld() if self.view then self.view:ExitMap() end end function Entity:EnterWorld() if self.view then self.view:EnterWorld() end end function Entity:ExitWorld() if self.view then self.view:ExitWorld() end end function Entity:Update(deltaTime) if self.view then self.view:Update(deltaTime) end end function Entity:SynPosition(pos) self.pos = pos end function Entity:GetPosition() return self.pos end function Entity:EnterTriggerArea() if self.view then self.view:EnterTriggerArea() end end function Entity:ExitTriggerArea() if self.view then self.view:ExitTriggerArea() end end return Entity