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
@@ -0,0 +1,15 @@
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Dev god-mode marker for a player: while ENABLED, the server skips all damage to this entity
/// (<c>HealthApplyDamageSystem</c> early-outs, exactly like the respawn-invuln window). A server-only
/// ENABLEABLE component (NOT a [GhostField]) — the server is authoritative; the client never needs it.
/// Baked PRESENT but DISABLED on the player prefab (mirrors the <c>Dead</c> gate) so toggling it is a bit
/// flip, never a structural change / sync point. Toggled by the editor-only DebugCommandReceiveSystem. The
/// type is unconditional (it is referenced by the always-compiled HealthApplyDamageSystem); in a player build
/// nothing ever enables it, so the guard is a harmless always-false branch.
/// </summary>
public struct DebugGodMode : IComponentData, IEnableableComponent { }
}