18 lines
878 B
C#
18 lines
878 B
C#
using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Singleton holding the physics-filter mask of the static world-collision layer ("Environment"): the baked
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/// boundary ring + landmark colliders the player CC sweeps. Baked from the GameObject layer at edit-time (see
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/// WorldCollisionAuthoring) so server systems can build a <c>CollisionFilter</c> in Burst WITHOUT a managed
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/// <c>LayerMask.NameToLayer</c> call or a hardcoded layer index. Read by <see cref="ProjectM.Server"/>'s
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/// EnemyAISystem to sweep-test Husk movement against the environment only (never the player / other Husks).
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/// </summary>
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public struct WorldCollisionConfig : IComponentData
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{
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/// <summary>BelongsTo bitmask of the Environment physics layer (<c>1u << layerIndex</c>).</summary>
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public uint EnvironmentMask;
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}
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}
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