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Project-M/Assets/_Project/Scripts/Simulation/Economy/ClutterFieldSpawner.cs
T
2026-06-04 21:49:03 -07:00

25 lines
1.1 KiB
C#

using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Baked singleton holding the Blight-clutter ghost prefab + field shape. ExpeditionFieldSystem reads it
/// (alongside <see cref="ResourceFieldSpawner"/>) to scatter <see cref="Count"/> clutter ghosts within
/// <see cref="Radius"/> of the expedition origin on the SAME empty-&gt;occupied epoch edge as the resource
/// field (seeded distinctly so clutter and nodes don't co-locate), and clears them on occupied-&gt;empty.
/// OPTIONAL — if the singleton is absent, ExpeditionFieldSystem simply skips clutter. Mirrors
/// <see cref="ResourceFieldSpawner"/>; carries no transform.
/// </summary>
public struct ClutterFieldSpawner : IComponentData
{
/// <summary>Baked Blight-clutter ghost prefab to instantiate.</summary>
public Entity Prefab;
/// <summary>Number of clutter pieces to scatter per expedition.</summary>
public int Count;
/// <summary>Scatter radius (world units) around the expedition region origin.</summary>
public float Radius;
}
}