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;
}
}