21 lines
868 B
C#
21 lines
868 B
C#
using Unity.Entities;
|
|
using Unity.NetCode;
|
|
|
|
namespace ProjectM.Simulation
|
|
{
|
|
/// <summary>
|
|
/// Hit points for any damageable ghost (players, training dummies). Server-authoritative:
|
|
/// only server systems write <see cref="Current"/>; clients receive it via the [GhostField]
|
|
/// for display and prediction reconciliation. <see cref="Max"/> is baked identically on both
|
|
/// worlds and is not replicated. Added by PlayerBaker / TrainingDummyBaker.
|
|
/// </summary>
|
|
public struct Health : IComponentData
|
|
{
|
|
/// <summary>Current hit points. Replicated for display and reconciles the predicted value against the server's authoritative state.</summary>
|
|
[GhostField] public float Current;
|
|
|
|
/// <summary>Maximum hit points. Baked identically on client and server; not replicated.</summary>
|
|
public float Max;
|
|
}
|
|
}
|