using Unity.Entities; namespace ProjectM.Simulation { /// /// Companion buffer on the AbilityDatabase singleton mapping an ability id to its projectile ghost /// prefab entity. Prefab/entity references are kept OUT of the blob (blob assets don't remap entity /// references); they are baked here via GetEntity, which the entity serializer patches correctly. /// public struct AbilityPrefabElement : IBufferElementData { public byte Id; // AbilityId public Entity Prefab; } }