using Unity.Entities; namespace ProjectM.Simulation { /// /// Baked singleton holding the entity reference to the projectile ghost prefab. Present in both /// client and server worlds (the prefab is a predicted ghost), so AbilityFireSystem can instantiate /// it deterministically during prediction on either side. Authored once via ProjectileSpawnerAuthoring; /// AbilityFireSystem reads the prefab's baked Projectile component for Speed/Damage/Range. Not replicated. /// public struct ProjectileSpawner : IComponentData { /// The projectile ghost prefab to instantiate when a player fires. public Entity Prefab; } }