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 { }