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20 行
416 B

using System;
using Unity.Entities;
using Unity.Mathematics;
namespace Unity.Transforms
{
/// <summary>
/// If Attached, in local space (relative to parent)
/// If not Attached, in world space.
/// </summary>
[Serializable]
public struct Position : IComponentData
{
public float3 Value;
}
public class PositionComponent : ComponentDataWrapper<Position>
{
}
}