Game Scene Split up

This commit is contained in:
2026-06-04 13:45:46 -07:00
parent dbc4a92a86
commit 16b01bec38
49 changed files with 11976 additions and 188 deletions
@@ -33,7 +33,6 @@ namespace ProjectM.Server
var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
if (!serverTick.IsValid)
return;
uint now = serverTick.TickIndexForValidTick;
var spawnerEntity = SystemAPI.GetSingletonEntity<CycleDirectorSpawner>();
var spawner = SystemAPI.GetComponent<CycleDirectorSpawner>(spawnerEntity);
@@ -50,14 +49,15 @@ namespace ProjectM.Server
xform.Position = BaseGridMath.PlotCenter(anchor);
ecb.SetComponent(director, xform);
// Override the baked CycleState with the real start tick; add server-only bookkeeping.
// Boot the run-state in Calm (the persistent default) — no timer; ThreatDirector arms sieges.
ecb.SetComponent(director, new CycleState
{
Phase = CyclePhase.Expedition,
Phase = CyclePhase.Calm,
CycleNumber = 1,
PhaseEndTick = TickUtil.NonZero(now + CyclePhase.ExpeditionTicks),
PhaseEndTick = 0u,
});
ecb.AddComponent(director, new CycleRuntime { DefendStartWave = 0 });
ecb.AddComponent(director, new ThreatState());
}
// One-shot: remove the spawner so RequireForUpdate fails and the system idles.