using UnityEngine;
using System.Collections;
using UnityEngine.UI;


public class WeaponShopButton : MonoBehaviour {

    public PlayerStats stats; // to get access to weapon array
    public int weaponNumber;
    public Text wepName;
    public Text description;
    public Text cost;
    public Image imageDisplay;
	private WeaponStats[] weapons;

	// Use this for initialization
	void Start () {
		stats = GameObject.Find ("Player").GetComponent<PlayerStats> ();
		weapons = GameObject.Find("Canvas").GetComponent<WeaponList>().weapons;
        setButton();
	}
	
	// Update is called once per frame
	void Update () {
	
	}

    // created by following the 'Creating An In-Game Shop' shop tutorial on unity3d.com
    // dynamically allocates the shop buttons based on created weapons
    void setButton() {
        string costToString = weapons[weaponNumber].cost.ToString(); // convert float to string
        wepName.text = weapons[weaponNumber].weaponName;
        description.text = weapons[weaponNumber].weaponDescription;
        cost.text = costToString;
        imageDisplay.sprite = weapons[weaponNumber].image;
    }

    public void OnClick() {
        // this is where we will implement buying the weapons based on currency
        // i.e. : if coins >= weaponCost, then .... 
        // WILL DO LATER - for now, just change weapon
		stats.setWeapon(weapons[weaponNumber]);
    }

    // to display weapon stats when you hover over a weapon
    public void HoverEnter() {

    }

    // to revert back to the original button
    public void HoverExit() {

    }
}