Map Updates
This commit is contained in:
@@ -0,0 +1,24 @@
|
||||
using Unity.Entities;
|
||||
|
||||
namespace ProjectM.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// Baked singleton holding the Blight-clutter ghost prefab + field shape. ExpeditionFieldSystem reads it
|
||||
/// (alongside <see cref="ResourceFieldSpawner"/>) to scatter <see cref="Count"/> clutter ghosts within
|
||||
/// <see cref="Radius"/> of the expedition origin on the SAME empty->occupied epoch edge as the resource
|
||||
/// field (seeded distinctly so clutter and nodes don't co-locate), and clears them on occupied->empty.
|
||||
/// OPTIONAL — if the singleton is absent, ExpeditionFieldSystem simply skips clutter. Mirrors
|
||||
/// <see cref="ResourceFieldSpawner"/>; carries no transform.
|
||||
/// </summary>
|
||||
public struct ClutterFieldSpawner : IComponentData
|
||||
{
|
||||
/// <summary>Baked Blight-clutter ghost prefab to instantiate.</summary>
|
||||
public Entity Prefab;
|
||||
|
||||
/// <summary>Number of clutter pieces to scatter per expedition.</summary>
|
||||
public int Count;
|
||||
|
||||
/// <summary>Scatter radius (world units) around the expedition region origin.</summary>
|
||||
public float Radius;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user