using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
///
/// Authoring placed once in the gameplay subscene. Bakes a singleton
/// holding the player ghost prefab entity and a spawn point, which the server's
/// GoInGameServerSystem instantiates on each connect.
///
public class PlayerSpawnerAuthoring : MonoBehaviour
{
[Tooltip("The Player ghost prefab to spawn for each connected client.")]
public GameObject PlayerPrefab;
public Vector3 SpawnPoint = Vector3.zero;
private class PlayerSpawnerBaker : Baker
{
public override void Bake(PlayerSpawnerAuthoring authoring)
{
// The spawner itself needs no transform; it is a data singleton.
var entity = GetEntity(authoring, TransformUsageFlags.None);
AddComponent(entity, new PlayerSpawner
{
PlayerPrefab = GetEntity(authoring.PlayerPrefab, TransformUsageFlags.Dynamic),
SpawnPoint = authoring.SpawnPoint
});
}
}
}
}