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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;
}
}