private void Awake()
 {
     Gear              = 0;
     Velocity          = MinVelocity;
     RPM               = 0.0f;
     HandleAngle       = 0.2f;
     bIsAccelerating   = false;
     bIsRotating       = false;
     bIsBreaking       = false;
     Acceleration      = 0.001f;
     accelDirection    = AccelDirection.Forward;
     rotationDirection = RotationDirection.None;
 }
 void ResetInputActionParams()
 {
     Gear              = 0;
     Velocity          = MinVelocity;
     RPM               = 0.0f;
     HandleAngle       = 0.2f;
     bIsAccelerating   = false;
     bIsRotating       = false;
     bIsBreaking       = false;
     Acceleration      = 0.001f;
     accelDirection    = AccelDirection.Forward;
     rotationDirection = RotationDirection.None;
 }
    // Update is called once per frame
    void Update()
    {
        //Debug.Log(transform.position);
        //Debug.Log("Actor Forward Vector : " + transform.forward);
        //Debug.Log("Actor Right Vector : " + transform.right);
        //Debug.Log("Actor Up Vector : " + transform.up);


        if (Input.GetKeyDown(KeyCode.W))
        {
            bIsAccelerating = true;
            //  Debug.Log("ff");
        }
        if (Input.GetKeyUp(KeyCode.W))
        {
            bIsAccelerating = false;
            // Velocity = MinVelocity;
        }

        if (Input.GetKeyDown(KeyCode.S))
        {
            bIsAccelerating = true;
            accelDirection  = AccelDirection.Backward;
        }
        if (Input.GetKeyUp(KeyCode.S))
        {
            bIsAccelerating = false;
            accelDirection  = AccelDirection.Forward;
        }


        if (Input.GetKeyDown(KeyCode.A))
        {
            rotationDirection = RotationDirection.Left;
        }
        if (Input.GetKeyUp(KeyCode.A))
        {
            rotationDirection = RotationDirection.None;
        }
        if (Input.GetKeyDown(KeyCode.D))
        {
            rotationDirection = RotationDirection.Right;
        }
        if (Input.GetKeyUp(KeyCode.D))
        {
            rotationDirection = RotationDirection.None;
        }

        if (Input.GetKeyDown(KeyCode.R))
        {
            //gameObject.transform.position = StartingPoint;
            //ResetInputActionParams();
            //gameObject.transform.rotation = StartingRotation;

            // SceneManager.LoadScene("SampleScene");
            // UnityEngine.SceneManagement.
            SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
        }



        Accereate();
        Deceleration();
        RotateCar();
    }