using Unity.Collections; using Unity.Entities; namespace ProjectM.Simulation { /// /// Phase 1.7 Blade-Dash bookkeeping — SERVER-ONLY, plain (NOT a [GhostField], so no ghost-hash impact; /// it piggybacks the player re-bake). Keys the per-dash "hit once" dedup to /// (which is TickUtil.NonZero(now) on every dash and cannot be relied /// upon to reset) rather than to any DashState clear edge: DashTrailDamageSystem clears /// whenever the current StartTick differs from . Server-only (no rollback) so the /// accumulator is safe to persist across ticks. /// public struct DashTrailState : IComponentData { /// The the set currently belongs to. public uint LastStartTick; /// Enemies already struck by the CURRENT dash's trail (one hit per enemy per dash). public FixedList64Bytes Hit; } }