using Unity.Burst;
using Unity.Entities;
namespace ProjectM.Simulation
{
///
/// Smoke-test system: increments every once per tick.
/// Default (no [WorldSystemFilter]) so it runs in the SimulationSystemGroup of
/// every world. Burst-compiled and unmanaged () per DOTS convention.
///
[BurstCompile]
public partial struct HeartbeatSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
foreach (var heartbeat in SystemAPI.Query>())
{
heartbeat.ValueRW.Tick++;
}
}
}
}