using System;
using UnityEngine;
using UnityEngine.AddressableAssets;

namespace RebootKit.Engine.Simulation {
    [Serializable]
    public struct WorldConfig {
        public string name;

        // @NOTE: stays loaded during world lifetime
        public AssetReference mainScene;
    }

    [CreateAssetMenu(menuName = RConsts.k_WorldAssetMenu + "World")]
    public class WorldConfigAsset : ScriptableObject {
        [field: SerializeField]
        public WorldConfig Config { get; private set; }
    }
}