Files
Project-M/Assets/_Project/Scripts/Simulation/Combat/ClassSelection.cs
T
kronic 77de740b63 LANTERN purge B7: rename CharacterId -> FrameKind (frame terminology)
Enum renamed in StatIds.cs (byte values unchanged - serialized definitions/saves
never re-mean); all call sites + doc mentions swept (ClassTraits, PlayerAuthoring,
CharacterStatsDefinition field type, menu/UI, tests). CharacterStatsDefinition SO
CLASS name kept (asset-binding risk; deferred per plan). 390 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:51:48 -07:00

17 lines
721 B
C#

using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Slice 2: the local player's chosen class (a <see cref="FrameKind"/> byte), staged in the CLIENT world as a
/// singleton by the menu / WorldLauncher before going in-game. <see cref="GoInGameRequest"/> picks it up
/// (GoInGameClientSystem) so the server seeds the right class at spawn. NOT replicated — it is client-local
/// intent; the class travels to the server via the RPC, then back to all clients via the seeded StatModifiers +
/// the replicated AbilityRef. 0 = unset (the server defaults to Warrior).
/// </summary>
public struct ClassSelection : IComponentData
{
public byte ClassId;
}
}