using Unity.Entities; using Unity.NetCode; namespace ProjectM.Simulation { /// /// Long-arc progress toward the goal ("reach THEM"). Lives on the GLOBAL CycleDirector ghost (relevant in /// every region, alongside CycleState + the resource ledger), so it is visible to all players regardless /// of region. SINGLE writer: CyclePhaseSystem increments on each completed /// cycle (Build -> Expedition). The HUD observes it for a progress bar. /// public struct GoalProgress : IComponentData { /// Accumulated progress. [GhostField] public int Charge; /// Charge required to reach the goal. [GhostField] public int Target; } }