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;
}
}