using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Enemy : MonoBehaviour
{
    public float moveSpeed;
    public string enemyName;  // var for name (must be unique (playerPrefs.set/get string "enemyName - s")
    public float maxHealth;
    public float health;
    public float baseAttack;

    public int isKilled;

    public string MinionName; // var used for multiplied name - for mission poroggress (kill condition)

    private void Awake()
    {
        health = maxHealth;
    }

    void Update()
    {
        PlayerPrefs.SetFloat("WizardMaxHealth", maxHealth);
        PlayerPrefs.SetFloat("WizardCurrentHealth", health);
    }

    //TODO
/*    public void Start()
    {
        enemyName = gameObject.name; //Objects Enemy will be created with an assigned name
    }*/

    public void TakeDamage(float damage)
    {
        health -= damage;
        if (health <= 0)
        {
            this.gameObject.SetActive(false);
        }
    }

    public void SaveCheckpoint()
    {
        PlayerPrefs.SetInt(enemyName + "-S", isKilled);
        PlayerPrefs.SetFloat(enemyName + "-S.health", health);
    }

}