Map Updates
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using Unity.Entities;
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using Unity.NetCode;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Destructible "Blight clutter" scattered across the expedition frontier — an ownerless INTERPOLATED ghost
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/// (region-tagged Expedition; the <see cref="ResourceNode"/> sibling) that clients see and smash. The
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/// server-only ResourceHarvestSystem sweeps projectiles against it UNIFIED with node harvesting (so an
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/// overlapping projectile is consumed exactly once — two separate sweeps would double-DestroyEntity the
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/// projectile and throw at ECB playback). Each hit deposits <see cref="ScrapPerHit"/> of
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/// <see cref="ScrapResourceId"/> (a small trickle — "juice + minor scrap", no gating) into the GLOBAL
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/// resource ledger and decrements <see cref="Remaining"/>; the clutter despawns at <= 0.
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/// <see cref="Remaining"/>/<see cref="Variant"/> are [GhostField] so clients can show depletion + pick a smash
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/// visual; <see cref="ScrapResourceId"/>/<see cref="ScrapPerHit"/> are baked, server-only. Distinct from
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/// <see cref="ResourceNode"/> so it carries its own visuals, scatter density and client "clear" feedback while
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/// reusing the exact, tunnel-safe harvest hit-test.
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/// </summary>
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public struct BlightClutter : IComponentData
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{
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/// <summary>Remaining hit-points; the clutter despawns when this reaches 0.</summary>
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[GhostField] public int Remaining;
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/// <summary>Visual variant id (the client picks a mesh/tint; round-robined by the field spawner).</summary>
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[GhostField] public byte Variant;
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/// <summary>Scrap resource yielded per hit (baked; server-only) — see <see cref="ResourceId"/> (Biomass).</summary>
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public byte ScrapResourceId;
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/// <summary>Scrap units yielded per projectile hit (baked; server-only).</summary>
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public float ScrapPerHit;
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}
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}
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