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

46 lines
1.9 KiB
C#

using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Authoring for a Blight-clutter ghost prefab (ownerless interpolated — duplicate from ResourceNode.prefab
/// so the GhostAuthoringComponent comes free). Bakes <see cref="BlightClutter"/> + <see cref="HitRadius"/>
/// (reused for the harvest/clear sweep) + <see cref="RegionTag"/>{Expedition} so GhostRelevancy scopes it to
/// expedition players. The field spawner overrides Variant (round-robin) + Position per instance. Defaults are
/// inline here (mirrors ResourceNodeAuthoring), not in Tuning.
/// </summary>
public class BlightClutterAuthoring : MonoBehaviour
{
[Tooltip("Hit-points before the clutter shatters.")]
[Min(1)] public int Remaining = 8;
[Tooltip("Scrap (Biomass) yielded per projectile hit — the 'minor scrap' trickle.")]
[Min(1f)] public float ScrapPerHit = 2f;
[Tooltip("Hit radius (world units) for the clear sweep.")]
[Min(0f)] public float HitRadius = 1.0f;
[Tooltip("Default visual variant (the spawner round-robins this per piece).")]
public byte Variant = 0;
private class BlightClutterBaker : Baker<BlightClutterAuthoring>
{
public override void Bake(BlightClutterAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent(entity, new BlightClutter
{
Remaining = authoring.Remaining,
Variant = authoring.Variant,
ScrapResourceId = ResourceId.Biomass,
ScrapPerHit = authoring.ScrapPerHit,
});
AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
AddComponent(entity, new RegionTag { Region = RegionId.Expedition });
}
}
}
}