77de740b63
Enum renamed in StatIds.cs (byte values unchanged - serialized definitions/saves never re-mean); all call sites + doc mentions swept (ClassTraits, PlayerAuthoring, CharacterStatsDefinition field type, menu/UI, tests). CharacterStatsDefinition SO CLASS name kept (asset-binding risk; deferred per plan). 390 green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
17 lines
575 B
C#
17 lines
575 B
C#
using Unity.Entities;
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using Unity.NetCode;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Which authored character-stats definition this entity uses - a light key into the CharacterStats
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/// blob, replacing M2's inlined PlayerMoveStats values. NOW a [GhostField] (Slice 2 classes) so the
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/// server-written per-player class id replicates -> the owning client folds correct stats. <c>Id</c> stores a
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/// <see cref="FrameKind"/>.
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/// </summary>
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public struct CharacterStatsRef : IComponentData
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{
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[GhostField] public byte Id;
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}
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}
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