using Car_simulation.Core.Physics; namespace Car_simulation.Core.Components { public class BrakeSystem : ICarComponent { public float BrakeInput { get; set; } = 0f; public float MaxBrakeTorque { get; set; } = 3000f; private WheelSystem _wheelSystem; public BrakeSystem(WheelSystem wheelSystem) { _wheelSystem = wheelSystem; } public void Update(float deltaTime) { if (BrakeInput <= 0) return; float brakeTorque = BrakeInput * MaxBrakeTorque; _wheelSystem.ApplyTorque(-brakeTorque, deltaTime); } public float GetBrakeTorque() { return BrakeInput * MaxBrakeTorque; } } }