Core Game Loop Additions
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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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/// Tag marking the single GLOBAL shared-resource ledger — the entity whose [GhostField]
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/// <see cref="StorageEntry"/> buffer holds harvested resources (Aether/ore/biomass) replicated to ALL
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/// connections. It lives on the ownerless interpolated CycleDirector ghost, which carries NO
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/// <see cref="RegionTag"/>, so GhostRelevancy (SetIsIrrelevant) keeps it relevant to players in EVERY
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/// region — base AND expedition — unlike the region-tagged base storage container (which relevancy hides
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/// from expedition players). Server systems resolve the ledger via
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/// <c>GetSingletonEntity<ResourceLedger>()</c> then <c>GetBuffer<StorageEntry>()</c> — NEVER
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/// <c>GetSingleton<StorageEntry></c> (the base container owns a second StorageEntry buffer, so a
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/// buffer-typed singleton query would throw "multiple instances").
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/// </summary>
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public struct ResourceLedger : IComponentData { }
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}
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