Files
Project-M/Assets/_Project/Scripts/Simulation/World/WorldCollisionComponents.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

24 lines
1.3 KiB
C#

using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Singleton holding the physics-filter mask of the static world-collision layer ("Environment"): the baked
/// boundary ring + landmark colliders the player CC sweeps. Baked from the GameObject layer at edit-time (see
/// WorldCollisionAuthoring) so server systems can build a <c>CollisionFilter</c> in Burst WITHOUT a managed
/// <c>LayerMask.NameToLayer</c> call or a hardcoded layer index. Read by <see cref="ProjectM.Server"/>'s
/// EnemyAISystem to sweep-test Husk movement against the environment only (never the player / other Husks).
/// </summary>
public struct WorldCollisionConfig : IComponentData
{
/// <summary>BelongsTo bitmask of the Environment physics layer (<c>1u &lt;&lt; layerIndex</c>).</summary>
public uint EnvironmentMask;
/// <summary>DR-042 C5: BelongsTo bitmask of the "Structure" physics layer (player-built Wall/Turret/Pylon
/// colliders). OR'd into the enemy-movement sweep filter so husks collide-and-slide against walls. 0 if the
/// layer is absent (feature inert). The layer matrix excludes Structure&times;the player layer so the player CC
/// passes through its own walls.</summary>
public uint StructureMask;
}
}