using System.Collections; using System.Collections.Generic; using UnityEngine; using System; namespace XFramework { /// /// 可序列化的Vector3 /// [Serializable] public struct VectorThree { public float x; public float y; public float z; public VectorThree(float x, float y, float z) { this.x = x; this.y = y; this.z = z; } public VectorThree(Vector3 vector3) { x = vector3.x; y = vector3.y; z = vector3.z; } public Vector3 GetVector3() { return new Vector3(x, y, z); } } /// /// 可序列化的Vector2 /// [Serializable] public struct VectorTwo { public float x; public float y; public VectorTwo(float x, float y) { this.x = x; this.y = y; } public VectorTwo(Vector2 vector2) { x = vector2.x; y = vector2.y; } public Vector2 GetVector2() { return new Vector2(x, y); } } /// /// 物体姿态同步数据 位置+角度 /// [Serializable] public struct TransGesture { public VectorThree pos; public VectorThree rotAngle; public TransGesture(Vector3 pos, Vector3 eulerAngle) { this.pos = new VectorThree( pos); this.rotAngle = new VectorThree( eulerAngle); } public Vector3 GetPos() { return new Vector3(pos.x, pos.y, pos.z); } public Vector3 GetRotAnlgle() { return new Vector3(rotAngle.x, rotAngle.y, rotAngle.z); } } }