using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
///
/// Authoring for the baked singleton (mirrors StorageSpawnerAuthoring).
/// Place once in the gameplay subscene and assign the resource-node ghost prefab; ExpeditionFieldSystem
/// scatters the field each Expedition. Carries no transform.
///
public class ResourceFieldSpawnerAuthoring : MonoBehaviour
{
[Tooltip("Resource-node ghost prefab. Must carry ResourceNodeAuthoring + a GhostAuthoringComponent (ownerless, interpolated).")]
public GameObject NodePrefab;
[Tooltip("Number of nodes per expedition.")]
[Min(1)] public int Count = 8;
[Tooltip("Scatter radius (world units) around the expedition origin.")]
[Min(1f)] public float Radius = 12f;
private class ResourceFieldSpawnerBaker : Baker
{
public override void Bake(ResourceFieldSpawnerAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.None);
AddComponent(entity, new ResourceFieldSpawner
{
Prefab = authoring.NodePrefab != null
? GetEntity(authoring.NodePrefab, TransformUsageFlags.Dynamic)
: Entity.Null,
Count = authoring.Count,
Radius = authoring.Radius,
});
}
}
}
}