using Unity.Entities;
namespace ProjectM.Simulation
{
///
/// Singleton baked into the gameplay subscene holding the cycle-director ghost prefab. A one-shot server
/// system (CycleDirectorSpawnSystem) instantiates the prefab — the GLOBAL
/// + shared resource-ledger ghost — exactly once, then destroys this singleton. Mirrors
/// . Carries no transform; only the prefab needs one.
///
public struct CycleDirectorSpawner : IComponentData
{
/// Baked cycle-director ghost prefab to instantiate.
public Entity Prefab;
}
}