using Unity.Entities; namespace ProjectM.Simulation { /// /// Singleton handle to the baked item-definition database (config, not replicated — baked identically /// into both worlds from the gameplay subscene, exactly like ). A distinct /// component type, so GetSingleton<ItemDatabase>() resolves independently of the ability /// database (singleton-ness is per type). Optional at runtime: consumers that read it use /// TryGetSingleton and fall back to defaults (e.g. Tuning.DefaultStackMax) so the sim still /// runs before the catalog is authored. /// public struct ItemDatabase : IComponentData { public BlobAssetReference Value; } }