using Unity.Entities; namespace ProjectM.Simulation { /// /// Baked singleton holding the DESTRUCTIBLE COVER ghost prefab (Exploding_Barrels sibling — /// Cover_Rock_Build: a BlightClutter carrier with ScrapPerHit=0, Variant=4, and a baked /// Environment-layer collider that blocks the player CC and the enemy sweep while alive). /// RoomFieldSystem scatters cover rocks per room epoch — EXCEPT Boss rooms /// (the boss has no depenetration backstop; review wf_e14dd739-069) — with a keep-out ring /// around the room origin (player landing + portal). OPTIONAL: absent singleton = no cover. /// Mirrors ; carries no transform. /// public struct CoverFieldSpawner : IComponentData { /// Baked cover-rock ghost prefab to instantiate. public Entity Prefab; /// Cover rocks per room (Boss rooms get none). public int Count; } }