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Project-M/Assets/_Project/Scripts/Simulation/Combat/EffectiveAbilityStats.cs
T
2026-05-31 21:35:12 -07:00

21 lines
775 B
C#

using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Per-entity effective ability stats: the authored base (from the AbilityDatabase blob keyed by
/// AbilityRef) folded with the entity's StatModifier buffer by StatRecomputeSystem each predicted
/// tick. Derived/local, NOT replicated - both worlds recompute it deterministically from the
/// replicated modifier buffer, so it matches under prediction without being in the snapshot.
/// </summary>
public struct EffectiveAbilityStats : IComponentData
{
public float Damage;
public float ProjectileSpeed;
public float Range;
public float AutoTargetRange;
public float AutoTargetConeRadians;
public int CooldownTicks;
}
}