Clyde), but all sharing a
SpriteRendererto determine what to render and a
Physicalcomponent determining its place in the game world. Since each ghost has different AI, you would then add different components to each ghost for their AI - e.g.
BlinkyAI- that might all subclass a base
GhostAIcomponent could look up the
Physicalcomponent to determine where it currently is, and make decisions based on the entity's current location.