asge::game::components::Camera
Marks an entity as a camera target for systems::CameraSystem.
#include <Camera.hpp>Only takes effect once this entity is set as resources::ActiveCamera's m_Entity — CameraSystem then reads this entity's own Transform (m_WorldCoordinates) each frame as the world-space point to center the view on, and this component for how to get there. Camera itself carries no position of its own; the owning entity's Transform is the single source of truth for it.