﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HT.Framework;
using DG.Tweening;
/// <summary>
/// 新建实体逻辑类
/// </summary>
[EntityResource("AssetBundleName", "AssetPath", "ResourcePath")]
public class #SCRIPTNAME# : EntityLogicBase
{
    /// <summary>
    /// 初始化
    /// </summary>
    public override void OnInit()
    {
        base.OnInit();
    }
    /// <summary>
    /// 显示实体
    /// </summary>
    public override void OnShow()
    {
        base.OnShow();
    }
    /// <summary>
    /// 隐藏实体
    /// </summary>
    public override void OnHide()
    {
        base.OnHide();
    }
    /// <summary>
    /// 销毁实体
    /// </summary>
    public override void OnDestroy()
    {
        base.OnDestroy();
    }
    /// <summary>
    /// 实体逻辑刷新
    /// </summary>
    public override void OnUpdate()
    {
        base.OnUpdate();
    }
    /// <summary>
    /// 重置实体
    /// </summary>
    public override void Reset()
    {
        base.Reset();
    }
}