using Simulator.Model; using System; using System.Collections.Generic; using Unity.VisualScripting; using UnityEngine; using UVC.Data.Core; namespace Simulator.Data { public class QueueComponent : ComponentBase { QueueDataClass queueData; public GameObject entitySocket; public void SetComponent(QueueDataClass queueData) { this.queueData = queueData; data = queueData; } public override void GetModelData(DataObject modelData) { Debug.Log("실행되어선 안되는 함수입니다"); } public void PlaceEntity(Entity entity) { if (entitySocket == null) { return; } entity.transform.SetParent(entitySocket.transform, worldPositionStays: false); float stepZ = EntityManager.Instance.ObjectSize.z; entity.transform.localPosition = new Vector3(0f, 0f, 0f); entity.transform.localRotation = Quaternion.identity; } } }