using Unity.Entities; using Unity.NetCode; namespace ProjectM.Simulation { /// /// One equipment slot on the player. The per-player buffer holds exactly /// rows in fixed slot order (the buffer INDEX is the slot — Weapon=0/Armor=1/Trinket=2/Tool=3), so only the /// equipped item id needs to replicate; there is no separate Slot field to desync. A [GhostField] /// buffer (a / twin) /// so the owning client's HUD can show its loadout; the server is the SOLE writer (EquipSystem). /// /// The actual effects — AbilityRef.Id from the Weapon slot + StatModifiers per slot — are applied /// EVENT-DRIVEN by EquipSystem (once per equip/unequip), NOT re-derived from this buffer each tick; this /// buffer is the replicated record of WHAT is equipped (HUD-facing + persistence-ready), not the effect. /// NOTE: adding this [GhostField] buffer changes the player ghost serialization hash → the player /// prefab/subscene MUST be re-baked consistently in both worlds (see ). /// [GhostComponent(OwnerSendType = SendToOwnerType.All)] [InternalBufferCapacity(4)] public struct EquipmentSlot : IBufferElementData { /// Item equipped in this slot (0 = empty). The buffer INDEX is the . [GhostField] public ushort ItemId; } }