Files
Project-M/Assets/_Project/Scripts/Simulation/Player/CharacterStatsRef.cs
T
kronic 77de740b63 LANTERN purge B7: rename CharacterId -> FrameKind (frame terminology)
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>
2026-07-15 15:51:48 -07:00

17 lines
575 B
C#

using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// Which authored character-stats definition this entity uses - a light key into the CharacterStats
/// blob, replacing M2's inlined PlayerMoveStats values. NOW a [GhostField] (Slice 2 classes) so the
/// server-written per-player class id replicates -> the owning client folds correct stats. <c>Id</c> stores a
/// <see cref="FrameKind"/>.
/// </summary>
public struct CharacterStatsRef : IComponentData
{
[GhostField] public byte Id;
}
}