using Unity.Burst;
using Unity.Entities;

    #ROOTNAMESPACEBEGIN#
public partial struct #SCRIPTNAME# : ISystem
{
    [BurstCompile]
    public void OnCreate(ref SystemState state)
    {
    
    }

    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    {
    
    }

    [BurstCompile]
    public void OnDestroy(ref SystemState state)
    {
    
    }
}
#ROOTNAMESPACEEND# 