using GameCore.ECS; using GameCore.ECS.Interfaces; namespace GameCore.Combat; /// /// A temporary, event-like component. When this component is added to an entity, /// the DamageSystem will process it, apply damage to the target, and then /// immediately remove this component. This simulates a one-time damage event. /// public class DamageEventComponent(Entity target, float amount) : IComponent { public Entity Target { get; set; } = target; public float Amount { get; set; } = amount; }