using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
namespace ProjectM.Simulation
{
///
/// Authoritative aim/facing direction, decoupled from movement heading so twin-stick aim is
/// independent of travel direction. Written in predicted sim from PlayerInput.Aim; consumed by
/// presentation now and ability systems (M2). Replicated so interpolated remote players show
/// the correct facing.
///
public struct PlayerFacing : IComponentData
{
/// Normalized planar facing direction (world XZ mapped to float2 x,y).
[GhostField(Quantization = 1000)] public float2 Direction;
}
}