Core Game Loop Additions
This commit is contained in:
@@ -0,0 +1,16 @@
|
||||
using Unity.Entities;
|
||||
|
||||
namespace ProjectM.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// Singleton baked into the gameplay subscene holding the cycle-director ghost prefab. A one-shot server
|
||||
/// system (<c>CycleDirectorSpawnSystem</c>) instantiates the prefab — the GLOBAL <see cref="CycleState"/>
|
||||
/// + shared resource-ledger ghost — exactly once, then destroys this singleton. Mirrors
|
||||
/// <see cref="StorageSpawner"/>. Carries no transform; only the prefab needs one.
|
||||
/// </summary>
|
||||
public struct CycleDirectorSpawner : IComponentData
|
||||
{
|
||||
/// <summary>Baked cycle-director ghost prefab to instantiate.</summary>
|
||||
public Entity Prefab;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user