using ProjectM.Simulation; using Unity.Burst; using Unity.Collections; using Unity.Entities; using Unity.Mathematics; using Unity.Transforms; namespace ProjectM.Server { /// /// Server-only, one-shot upgrade-pickup spawner (mirrors TrainingDummySpawnSystem). On its first /// update it reads the baked singleton and instantiates /// Count pickup ghosts in a row, spaced Spacing world-units apart along +X starting at /// Origin, then destroys the singleton so the system idles (spawned exactly once). Runs in the /// default (NOT the prediction loop); pickups replicate to clients /// as interpolated ghosts. Structural changes are batched through an . /// [BurstCompile] [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] public partial struct UpgradePickupSpawnSystem : ISystem { [BurstCompile] public void OnCreate(ref SystemState state) { state.RequireForUpdate(); } [BurstCompile] public void OnUpdate(ref SystemState state) { var spawnerEntity = SystemAPI.GetSingletonEntity(); var spawner = SystemAPI.GetComponent(spawnerEntity); var ecb = new EntityCommandBuffer(Allocator.Temp); if (spawner.Prefab != Entity.Null) { for (int i = 0; i < spawner.Count; i++) { var pickup = ecb.Instantiate(spawner.Prefab); var position = spawner.Origin + new float3(i * spawner.Spacing, 0f, 0f); ecb.SetComponent(pickup, LocalTransform.FromPosition(position)); } } // One-shot: remove the spawner so RequireForUpdate fails and the system idles. ecb.DestroyEntity(spawnerEntity); ecb.Playback(state.EntityManager); } } }