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

[System.Serializable]
[CreateAssetMenu(fileName = "New Item", menuName = "Inventory/EquippableItem")]
public class EquippableItem : Item
{
    public int StrengthBonus = 0;       // attack
    public int EnduranceBonus = 0;      // defence
    public int VitalityBonus = 0;       // health
    public int InteligenceBonus = 0;
    public int SpeedBonus = 0;
    
    [Space]
    public bool isStackable = false;

    [Space]
    public EquipmentTypeEnum EquipmentType = EquipmentTypeEnum.None;

    public EquippableItem(){}

    public EquippableItem(Item _item) : base(_item) {}

    public EquippableItem(EquippableItem _item) : base(_item.name, _item.description, _item.level, _item.value, _item.price, _item.itemModel, _item.image)
    {
        StrengthBonus = _item.StrengthBonus;
        EnduranceBonus = _item.EnduranceBonus;
        VitalityBonus = _item.VitalityBonus;

        InteligenceBonus = _item.InteligenceBonus;

        EquipmentType = _item.EquipmentType;
        SpeedBonus = _item.SpeedBonus;
    }

    public EquippableItem(string _name, string _description, int _level, int _value, int _price, GameObject _itemModel, Sprite _image) : base(_name, _description, _level, _value, _price, _itemModel, _image) { }

}