Files
Project-M/Assets/_Project/Scripts/Simulation/World/RunParticipant.cs
T
2026-07-04 16:57:40 -07:00

17 lines
817 B
C#

using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// SERVER-ONLY roster tag for the players conscripted into the CURRENT run — stamped on every connected
/// player at the launch edge (Launching → room 0), removed on the Returning edge. Room advances teleport
/// ONLY participants: a dead-respawned member (back at base) is re-conscripted on the next advance (the
/// operator-locked default), while a mid-run late JOINER — who never readied — stays safely at base until
/// the next Staging (spec §2.2 closed-party rule; post-impl review, confirmed medium). NOT a [GhostField];
/// disconnect cleanup is free (the tag dies with the player ghost's LinkedEntityGroup despawn).
/// </summary>
public struct RunParticipant : IComponentData
{
}
}