using Unity.Entities; namespace ProjectM.Simulation { /// /// Baked singleton holding the Blight-clutter ghost prefab + field shape. ExpeditionFieldSystem reads it /// (alongside ) to scatter clutter ghosts within /// of the expedition origin on the SAME empty->occupied epoch edge as the resource /// field (seeded distinctly so clutter and nodes don't co-locate), and clears them on occupied->empty. /// OPTIONAL — if the singleton is absent, ExpeditionFieldSystem simply skips clutter. Mirrors /// ; carries no transform. /// public struct ClutterFieldSpawner : IComponentData { /// Baked Blight-clutter ghost prefab to instantiate. public Entity Prefab; /// Number of clutter pieces to scatter per expedition. public int Count; /// Scatter radius (world units) around the expedition region origin. public float Radius; } }