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using Unity.Entities;
using Unity.Physics;
namespace Unity.MegaCity.Gameplay
{
/// <summary>
/// Set of components required for player vehicle movement and control
/// </summary>
public struct PlayerVehicleSettings : IComponentData
{
public float Acceleration;
public float Deceleration;
public float MaxSpeed;
public float MinSpeed;
public float DragBreakForce;
public float PitchForce;
public float YawKickBack;
public PhysicsDamping Damping;
public float RollAutoLevelVelocity;
public float PitchAutoLevelVelocity;
public float MaxBankAngle;
public float MaxYawAngle;
public float MaxPitchAngle;
public float BankVolatility;
public float ManualRollMaxSpeed;
public float ManualRollAcceleration;
public float SteeringSpeed;
public float InvMaxVelocity;
public bool InvertPitch;
public float TargetFollowDamping;
public float TargetSqLerpThreshold;
}
public struct PlayerVehicleCameraSettings : IComponentData
{
public float FollowCameraZBreakZoom;
public float FollowCameraZBreakSpeed;
public float FollowCameraZFollow;
public float FollowCameraZOffset;
}
public struct VehicleThrust : IComponentData
{
public float Thrust;
}
public struct VehicleRoll : IComponentData
{
public float BankAmount;
public float ManualRollValue;
public float ManualRollSpeed;
}
public struct VehicleBraking : IComponentData
{
public float YawBreakRotation;
public float PitchPseudoBraking;
}
}