﻿using UnityEngine;
using System.Collections;

[Noesis.Extended]
[Noesis.UserControlSource("Assets/RPG/StatsPanel.xaml")]
public class StatsPanel : Noesis.UserControl
{
    public StatsPanel(PlayerStats playerStats)
    {
        SetDataContext(playerStats);
    }
}

[Noesis.Extended]
public class PlayerStats : Noesis.BaseComponent
{
    private float _health;
    public float Health
    {
        get { return this._health; }
        set { if (this._health != value) { this._health = value; NotifyPropertyChanged("Health"); } }
    }

    private float _healthMax;
    public float HealthMax
    {
        get { return this._healthMax; }
        set { if (this._healthMax != value) { this._healthMax = value; NotifyPropertyChanged("HealthMax"); } }
    }

    private float _attack;
    public float Attack
    {
        get { return this._attack; }
        set { if (this._attack != value) { this._attack = value; NotifyPropertyChanged("Attack"); } }
    }

    private float _defense;
    public float Defense
    {
        get { return this._defense; }
        set { if (this._defense != value) { this._defense = value; NotifyPropertyChanged("Defense"); } }
    }

    private float _gold;
    public float Gold
    {
        get { return this._gold; }
        set { if (this._gold != value) { this._gold = value; NotifyPropertyChanged("Gold"); } }
    }

    private float _experience;
    public float Experience
    {
        get { return this._experience; }
        set { if (this._experience != value) { this._experience = value; NotifyPropertyChanged("Experience"); } }
    }

    private float _nextLevel;
    public float NextLevel
    {
        get { return this._nextLevel; }
        set { if (this._nextLevel != value) { this._nextLevel = value; NotifyPropertyChanged("NextLevel"); } }
    }
}
