using Unity.Entities;
namespace ProjectM.Simulation
{
///
/// Singleton handle to the baked ability/character definition database (config, not replicated -
/// baked identically into both worlds from the gameplay subscene). The companion AbilityPrefabElement
/// buffer on the same entity carries the per-ability projectile prefab entity refs.
///
public struct AbilityDatabase : IComponentData
{
public BlobAssetReference Value;
}
}