namespace Nerfed.Runtime; /// /// Attach this component to an entity mapped to raw source-path strings. /// Useful for testing, hardcoded assets, or before full editor-guided GUID injection. /// public readonly record struct AssetReferenceComponent(Guid AssetId); /// /// A strongly-typed version of an asset reference, preventing the user from accidentally /// assigning a Shader GUID to a Texture component in the Editor. /// public readonly record struct TypedAssetReference(Guid AssetId) where TRes : Resource; /// /// Added to an entity by the AssetStreamingSystem when the physical resource is fully /// loaded in memory and ready to be used by the renderer or physics engine. /// public struct AssetLoadedTag { }