using UnityEngine;

namespace pdinklag.CPW.Common
{
    [CreateAssetMenu(fileName = "CAWAttireTexture", menuName = "Wrestle/CAW/Attire Texture")]
    public class OverlayTextureDescriptor : ScriptableObject
    {
        [Tooltip("The diffuse map.")]
        public AssetAddress DiffuseMap;

        [Tooltip("The normal map, if any.")]
        public AssetAddress NormalMap;

        [Tooltip("The tag that determine if this texture is applicable to attire.")]
        public string Tag;

        [Header("Default Settings")]
        [Tooltip("If true, the currently selected color will be retained when this texture is selected and the previous texture had the same tag.")]
        public bool RetainColorForSameTag = false;

        [Tooltip("The default hue.")]
        [Range(0, 1)]
        public float DefaultColorHue = 0.0f;

        [Tooltip("The default saturation.")]
        [Range(0, 2)]
        public float DefaultColorSaturation = 1.0f;

        [Tooltip("The default value.")]
        [Range(0, 2)]
        public float DefaultColorValue = 1.0f;

        [Tooltip("The default shift.")]
        public Vector2 DefaultTexShift = Vector2.zero;

        [Tooltip("The default rotation.")]
        public float DefaultTexRotation = 0.0f;

        [Tooltip("The default tiling.")]
        public Vector2 DefaultTexTiling = Vector2.one;

        [Tooltip("The default smoothness.")]
        [Range(0, 1)]
        public float DefaultSmoothness = 0.125f;
    }
}
