using System; using Unity.Entities; using UnityEngine; using Unity.NetCode; [Serializable] public struct DamageHistoryData : IComponentData { [Serializable] public struct InflictedDamage { [GhostDefaultField] public int tick; [GhostDefaultField] public int lethal; } [NonSerialized] public InflictedDamage inflictedDamage; } public class DamageHistory : ComponentDataProxy { }