using System;
using UnityEngine;
using UnityEngine.AddressableAssets;

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

        // @NOTE: stays loaded during world lifetime
        public AssetReference MainScene;
    }
    
    [CreateAssetMenu(menuName = RConsts.WorldAssetMenu + "World")]
    public class WorldConfigAsset : ScriptableObject {

        [SerializeField]
        private WorldConfig _config;

        public WorldConfig Config => _config;
    }
}