using Unity.Entities; namespace ProjectM.Simulation { /// /// Per-entity effective character stats (movement + survivability): authored base (from the /// CharacterStats blob keyed by CharacterStatsRef) folded with the StatModifier buffer by /// StatRecomputeSystem each predicted tick. Derived/local, NOT replicated (see EffectiveAbilityStats). /// public struct EffectiveCharacterStats : IComponentData { public float MoveSpeed; public float TurnRateRadiansPerSec; public float MaxHealth; } }