13 lines
530 B
C#
13 lines
530 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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/// Tag marking the shared home-base storage container. All state lives in the entity's
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/// <see cref="StorageEntry"/> buffer. In M5 there is exactly one (server-spawned at a fixed base
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/// cell), so server systems resolve it as a singleton. Server-authoritative and world-resident, so
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/// its contents survive a player disconnect (no disk persistence yet).
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/// </summary>
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public struct SharedStorageContainer : IComponentData { }
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}
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