using Unity.Entities; using Unity.NetCode; namespace ProjectM.Simulation { /// /// Which authored ability definition occupies this entity's primary slot - a light replicated key /// into the AbilityDatabase blob, replacing M2's inlined AbilityStats values. Replicated so an /// ability swap is server-authoritative and prediction-correct. Id stores an . /// public struct AbilityRef : IComponentData { [GhostField] public byte Id; } }