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