Initial Combat Implementation
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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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/// Baked singleton holding the entity reference to the projectile ghost prefab. Present in both
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/// client and server worlds (the prefab is a predicted ghost), so AbilityFireSystem can instantiate
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/// it deterministically during prediction on either side. Authored once via ProjectileSpawnerAuthoring;
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/// AbilityFireSystem reads the prefab's baked Projectile component for Speed/Damage/Range. Not replicated.
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/// </summary>
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public struct ProjectileSpawner : IComponentData
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{
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/// <summary>The projectile ghost prefab to instantiate when a player fires.</summary>
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public Entity Prefab;
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}
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}
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