using Unity.Entities; namespace ProjectM.Simulation { /// /// Slice 2: the local player's chosen class (a byte), staged in the CLIENT world as a /// singleton by the menu / WorldLauncher before going in-game. picks it up /// (GoInGameClientSystem) so the server seeds the right class at spawn. NOT replicated — it is client-local /// intent; the class travels to the server via the RPC, then back to all clients via the seeded StatModifiers + /// the replicated AbilityRef. 0 = unset (the server defaults to Warrior). /// public struct ClassSelection : IComponentData { public byte ClassId; } }