protected virtual void OnDestroy() { //OnPawnCreatedCallBack = null; //OnPawnDieCallBack = null; m_pawn = null; }
protected virtual void Awake() { //我们在这里视图读取下CPawnEntity, 但一般我们的子类都有对应的具体的CPawnEntity子类 //我们在子类里面做具体的CPawnEntity required m_pawn = GetComponent <CPawnEntity>(); }
void Start() { m_owner = GetComponent <CPawnEntity>(); }