Initial Combat Implementation

This commit is contained in:
Luis Gonzalez
2026-05-31 21:35:12 -07:00
parent 7fa77ce821
commit 1f647dd5e1
166 changed files with 93337 additions and 91 deletions
@@ -0,0 +1,16 @@
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Baked singleton holding the entity reference to the projectile ghost prefab. Present in both
/// client and server worlds (the prefab is a predicted ghost), so AbilityFireSystem can instantiate
/// it deterministically during prediction on either side. Authored once via ProjectileSpawnerAuthoring;
/// AbilityFireSystem reads the prefab's baked Projectile component for Speed/Damage/Range. Not replicated.
/// </summary>
public struct ProjectileSpawner : IComponentData
{
/// <summary>The projectile ghost prefab to instantiate when a player fires.</summary>
public Entity Prefab;
}
}