#pragma once

struct World;
struct Actor;

/**
 * @brief Used to cache data to compare against the current data.
 *
 * This prevents an unnecessary amount of data usage.
 */
struct CacheSystem
{
    /**
     * @brief Sets up the cache for the relevant systems per actor.
     */
    static void Setup(World& aWorld, entt::entity aEntity, Actor* apActor) noexcept;
};
