using System; using System.Collections; using System.Collections.Generic; using System.IO; using BITKit.Entities; using UnityEngine; namespace BITKit.Entities { /// Entity接口,用于复杂实体 public interface IUnityEntity :Entities.IEntity,IGenericEvent, IDatabase { void AddService(T service); void AddService(object service); void AddService(Type type, object service); } // public class IEntityReader : NetMessageReader // { // public override IUnityEntity ReadBinary(BinaryReader reader) // { // var id = reader.ReadInt32(); // var path = reader.ReadString(); // var entity = DI.Get().Entities[id]; // return (IUnityEntity)entity; // } // public override void WriteBinary(BinaryWriter writer, IUnityEntity value) // { // writer.Write(value.Id); // writer.Write(value.Id); // } // private IUnityEntity Create(int id, string path) // { // var entity = Addressables // .LoadAssetAsync(path) // .WaitForCompletion() // .GetComponent(); // return entity; // } // } }