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;
}
}