Files
Project-M/Assets/_Project/Scripts/Simulation/Economy/ClutterFieldSpawner.cs
T
kronic 7460ab9d1c Docs: hygiene sweep — stale/misattributed doc-comments + CLAUDE.md example
- Repoint CLAUDE.md testing example from the deleted HeartbeatSystemTests to HealthApplyDamageSystemTests.
- Stale deleted-system refs: ResourceFieldSpawner/ClutterFieldSpawner(+Authoring) now cite RoomFieldSystem (was ExpeditionFieldSystem); BuildPlaceRequest drops the deleted RegionTransitRequest from its 'mirrors' list.
- Stale package version: 'Netcode 1.13.2' -> 'Netcode 1.x' in ProjectileClassificationSystem + BuildPlaceRequest.
- WorldCollisionComponents: remove the duplicated EnvironmentMask summary line; FeelConfig: fix the mangled 'is hitmap)' sentence.

Comment/doc only; compiles clean.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 23:54:44 -07:00

25 lines
1.1 KiB
C#

using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Baked singleton holding the Blight-clutter ghost prefab + field shape. RoomFieldSystem reads it
/// (alongside <see cref="ResourceFieldSpawner"/>) to scatter <see cref="Count"/> clutter ghosts within
/// <see cref="Radius"/> of the expedition origin on the SAME empty-&gt;occupied epoch edge as the resource
/// field (seeded distinctly so clutter and nodes don't co-locate), and clears them on occupied-&gt;empty.
/// OPTIONAL — if the singleton is absent, RoomFieldSystem simply skips clutter. Mirrors
/// <see cref="ResourceFieldSpawner"/>; carries no transform.
/// </summary>
public struct ClutterFieldSpawner : IComponentData
{
/// <summary>Baked Blight-clutter ghost prefab to instantiate.</summary>
public Entity Prefab;
/// <summary>Number of clutter pieces to scatter per expedition.</summary>
public int Count;
/// <summary>Scatter radius (world units) around the expedition region origin.</summary>
public float Radius;
}
}