using Unity.Entities;
using Unity.NetCode;
using UnityEngine;
namespace ProjectM.Client
{
///
/// Client-only bootstrap that ensures the in-game pause overlay (Esc) exists once a session is running.
/// Mirrors how HudSystem creates its UI at runtime — spawns one GameObject
/// in the active (Game) scene; the scene swap on Quit-to-Menu destroys it, and a fresh session's new client
/// world spawns a new one. Client world only, so the menu's plain default world never spawns a pause overlay.
///
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
[UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class PauseMenuSystem : SystemBase
{
bool _spawned;
protected override void OnUpdate()
{
if (_spawned) return;
_spawned = true;
new GameObject("~PauseMenu").AddComponent();
}
}
}