HUD and Height Changes
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using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Authoring
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{
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/// <summary>
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/// Drop one instance into the Gameplay subscene. Bakes <see cref="WorldCollisionConfig"/> capturing the
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/// "Environment" physics layer's BelongsTo mask (the layer the boundary-ring + landmark colliders live on).
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/// The baker runs on the main thread, so the managed <see cref="LayerMask.NameToLayer"/> lookup is fine here —
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/// this exists precisely so the Bursted server EnemyAISystem can read the mask as a plain uint at runtime.
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/// </summary>
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[DisallowMultipleComponent]
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public class WorldCollisionAuthoring : MonoBehaviour
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{
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[Tooltip("Name of the Unity layer carrying the static world colliders (boundary ring + landmarks).")]
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public string EnvironmentLayerName = "Environment";
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private class WorldCollisionBaker : Baker<WorldCollisionAuthoring>
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{
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public override void Bake(WorldCollisionAuthoring authoring)
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{
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int layer = LayerMask.NameToLayer(authoring.EnvironmentLayerName);
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uint mask = layer >= 0 ? 1u << layer : 0u;
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var entity = GetEntity(TransformUsageFlags.None);
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AddComponent(entity, new WorldCollisionConfig { EnvironmentMask = mask });
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: ab1c895817ca4b64db74215f13abb5e3
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