Core Game Loop Additions
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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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/// Authoring for a resource-node ghost prefab (ownerless interpolated — duplicate from UpgradePickup.prefab
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/// so the GhostAuthoringComponent comes free). Bakes <see cref="ResourceNode"/> + <see cref="HitRadius"/>
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/// (reused for the harvest hit test) + <see cref="RegionTag"/>{Expedition} so GhostRelevancy scopes the node
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/// to expedition players. The field spawner overrides ResourceId (round-robin) and Position per instance.
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/// </summary>
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public class ResourceNodeAuthoring : MonoBehaviour
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{
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public enum ResourceKind : byte { Aether = 1, Ore = 2, Biomass = 3 }
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[Tooltip("Default resource type (the spawner round-robins this per node).")]
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public ResourceKind Kind = ResourceKind.Aether;
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[Tooltip("Total resource units in the node before it depletes.")]
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[Min(1)] public int Amount = 30;
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[Tooltip("Units harvested per projectile hit.")]
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[Min(1f)] public float HarvestPerHit = 5f;
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[Tooltip("Hit radius (world units) for the harvest sweep.")]
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[Min(0f)] public float HitRadius = 1.2f;
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private class ResourceNodeBaker : Baker<ResourceNodeAuthoring>
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{
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public override void Bake(ResourceNodeAuthoring authoring)
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{
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var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
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AddComponent(entity, new ResourceNode
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{
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ResourceId = (byte)authoring.Kind,
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Remaining = authoring.Amount,
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HarvestPerHit = authoring.HarvestPerHit,
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});
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AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
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AddComponent(entity, new RegionTag { Region = RegionId.Expedition });
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}
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}
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}
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}
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