using Unity.Entities; public static class AbilityCollection { public struct State : IComponentData { public Entity abilityOwner; } public struct AbilityEntry : IBufferElementData { public Entity entity; // TODO (mogensh) find better way to define this list of buttons public UserCommand.Button ActivateButton0; public UserCommand.Button ActivateButton1; public UserCommand.Button ActivateButton2; public UserCommand.Button ActivateButton3; public short abilityType; public short canRunWith; public short canInterrupt; } }