using Unity.Entities; namespace ProjectM.Simulation { /// /// A world pickup that, on player overlap, grants one StatModifier (server-authoritative) and is then /// destroyed. Mirrors a single StatModifier payload (Target/Op as bytes). The pickup is an /// interpolated ghost so clients see and despawn it; the grant is applied by UpgradePickupSystem. /// public struct UpgradePickup : IComponentData { public byte Target; // StatTarget public byte Op; // ModOp public float Value; public uint SourceId; } }