using Unity.Entities; namespace ProjectM.Simulation { /// /// Baked singleton holding the resource-node ghost prefab + field shape. ExpeditionFieldSystem reads it to /// scatter nodes within of the expedition region origin on each /// Expedition phase entry (seeded by the cycle number). Mirrors . /// public struct ResourceFieldSpawner : IComponentData { /// Baked resource-node ghost prefab to instantiate. public Entity Prefab; /// Number of nodes to scatter per expedition. public int Count; /// Scatter radius (world units) around the expedition region origin. public float Radius; } }