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

public class HarvestInfo : MonoBehaviour
{
	[SerializeField] private float worth = 10;
	[SerializeField] private float costMultipler = 2;

	private Attackable attackable;

	private void Start()
	{
		attackable = GetComponent<Attackable>();
	}

	private float CalculateActualWorth()
	{
		float value = worth;

		if (attackable)
		{
			value += worth * attackable.GetHealthPercentage();
		}

		return value;
	}

	public float GetCostMultiplier()
	{
		return costMultipler;
	}

	public float GetBaseValue()
	{
		return worth;
	}

	public float GetCost()
	{
		return GetValue() * costMultipler;
	}

	public float GetValue()
	{
		return CalculateActualWorth();
	}
}
