﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEngine;


[CreateAssetMenu(fileName = "NewVehicle.asset", menuName = "Vehicle/Vehicle", order = 0)]
public class VehicleProperty : ScriptableObject
{
    public float FixedFriction;
    public float AirFrictionFactor;
    public float FrontalArea;
    public float WheelRatio;
    public float Mass;
    public float BrakeTorque;
    public float MaxSteerAngel;
    public TireSet[] TireSets;


}

[Serializable]
public struct TireSet
{
    [SerializeField]
    public TireProperty Template;
    [SerializeField]
    public TireProperty[] UsingName;
    [SerializeField]
    public Tire Tire;
    [SerializeField]
    public Suspension Suspension;
}

[Serializable]
public struct TireProperty
{
    [SerializeField]
    public string Name;
    [SerializeField]
    public bool Right;
    [SerializeField]
    public bool Steer;
    [SerializeField]
    public bool Dirver;
    [SerializeField]
    public bool HandBrake;
    [SerializeField]
    public bool Brake;
}