public void GenerateWeapon()
    {
        int typeSelect = Random.Range(0, 6);

        weaponName = weaponTypes[typeSelect];

        int classSelect = Random.Range(0, 4);

        Class = classTypes[classSelect];

        int modSelect = Random.Range(0, 10);

        modName = Modifier[modSelect];

        int modSelect2 = Random.Range(0, 10);

        modName2 = Modifier2[modSelect2];



        if (Random.Range(0, 2) == 1)
        {
            UniqueType = true;
        }
        else
        {
            UniqueType = false;
        }

        if (UniqueType)
        {
            int uniqueSelect = Random.Range(0, 6);
            myUniqueTypes = uniqueNames[uniqueSelect];
        }
        else
        {
            myUniqueTypes = "";
        }



        weaponName = weaponTypes[typeSelect] + myUniqueTypes;

        if (weaponTypes [typeSelect] == " Axe")
        {
            DamageStat = Random.Range(50, 70);
            Cost       = Random.Range(30, 50);
            SpeedStat  = Random.Range(5, 20);
            Durability = Random.Range(20, 40);
            Class      = classTypes[classSelect];
            modName    = Modifier[modSelect];
            modName2   = Modifier2[modSelect2];
        }
        else if (weaponTypes [typeSelect] == " Sword")
        {
            DamageStat = Random.Range(30, 50);
            Cost       = Random.Range(25, 40);
            SpeedStat  = Random.Range(10, 30);
            Durability = Random.Range(20, 40);
            Class      = classTypes[classSelect];
            modName    = Modifier[modSelect];
            modName2   = Modifier2[modSelect2];
        }
        else if (weaponTypes [typeSelect] == " Dagger")
        {
            DamageStat = Random.Range(20, 40);
            Cost       = Random.Range(5, 20);
            SpeedStat  = Random.Range(20, 50);
            Durability = Random.Range(30, 40);
            Class      = classTypes[classSelect];
            modName    = Modifier[modSelect];
            modName2   = Modifier2[modSelect2];
        }
        else if (weaponTypes [typeSelect] == " Shield")
        {
            DamageStat = Random.Range(5, 10);
            Cost       = Random.Range(30, 60);
            SpeedStat  = Random.Range(0, 10);
            Durability = Random.Range(60, 80);
            Class      = classTypes[classSelect];
            modName    = Modifier[modSelect];
            modName2   = Modifier2[modSelect2];
        }
        else if (weaponTypes [typeSelect] == " Mace")
        {
            DamageStat = Random.Range(20, 30);
            Cost       = Random.Range(20, 40);
            SpeedStat  = Random.Range(30, 50);
            Durability = Random.Range(20, 50);
            Class      = classTypes[classSelect];
            modName    = Modifier[modSelect];
            modName2   = Modifier2[modSelect2];
        }
        else if (weaponTypes [typeSelect] == " Crossbow")
        {
            DamageStat = Random.Range(30, 45);
            Cost       = Random.Range(30, 45);
            SpeedStat  = Random.Range(30, 50);
            Durability = Random.Range(10, 30);
            Class      = classTypes[classSelect];
            modName    = Modifier[modSelect];
            modName2   = Modifier2[modSelect2];
        }

        weaponNameTextObj.GetComponent <Text>().text = weaponName;
        classText.GetComponent <Text>().text         = Class;
        damageText.GetComponent <Text>().text        = DamageStat.ToString() + " %Bonus Damage";
        costText.GetComponent <Text>().text          = Cost.ToString() + " Gold";
        durabilityText.GetComponent <Text>().text    = Durability.ToString() + " %Bonus Durability";
        speedText.GetComponent <Text>().text         = SpeedStat.ToString() + " %Bonus Speed";
        modifierText.GetComponent <Text> ().text     = modName;
        modifier2Text.GetComponent <Text> ().text    = modName2;
    }
    public void GenerateWeapon()
    {
        int typeSelect = Random.Range(0, 6);

        weaponName = weaponTypes[typeSelect];

        int classSelect = Random.Range(0, 3);

        Class = classTypes[classSelect];



        if (Random.Range(0, 2) == 1)
        {
            UniqueType = true;
        }
        else
        {
            UniqueType = false;
        }

        if (UniqueType)
        {
            int uniqueSelect = Random.Range(0, 6);
            myUniqueTypes = uniqueNames[uniqueSelect];
        }
        else
        {
            myUniqueTypes = "";
        }



        weaponName = weaponTypes[typeSelect] + myUniqueTypes;

        if (weaponTypes[typeSelect] == " Axe")
        {
            DamageStat = Random.Range(50, 70);
            Cost       = Random.Range(30, 50);
            SpeedStat  = Random.Range(5, 20);
            Durability = Random.Range(20, 40);
            Class      = "Barbarian";
        }
        else if (weaponTypes[typeSelect] == " Sword")
        {
            DamageStat = Random.Range(30, 50);
            Cost       = Random.Range(25, 40);
            SpeedStat  = Random.Range(10, 30);
            Durability = Random.Range(20, 40);
            Class      = "Barbarian";
        }
        else if (weaponTypes[typeSelect] == " Dagger")
        {
            DamageStat = Random.Range(20, 40);
            Cost       = Random.Range(5, 20);
            SpeedStat  = Random.Range(20, 50);
            Durability = Random.Range(30, 40);
            Class      = "Thief";
        }
        else if (weaponTypes[typeSelect] == " Shield")
        {
            DamageStat = Random.Range(5, 10);
            Cost       = Random.Range(30, 60);
            SpeedStat  = Random.Range(0, 10);
            Durability = Random.Range(60, 80);
            Class      = "Paladin";
        }
        else if (weaponTypes[typeSelect] == " Mace")
        {
            DamageStat = Random.Range(20, 30);
            Cost       = Random.Range(20, 40);
            SpeedStat  = Random.Range(30, 50);
            Durability = Random.Range(20, 50);
            Class      = "Paladin";
        }
        else if (weaponTypes[typeSelect] == " Bow")
        {
            DamageStat = Random.Range(30, 45);
            Cost       = Random.Range(30, 45);
            SpeedStat  = Random.Range(30, 50);
            Durability = Random.Range(10, 30);
            Class      = "Thief";
        }


        weaponNameTextObj.GetComponent <Text>().text = weaponName;
        classText.GetComponent <Text>().text         = Class;
        damageText.GetComponent <Text>().text        = DamageStat.ToString() + " Damage";
        costText.GetComponent <Text>().text          = Cost.ToString() + " Cost";
        durabilityText.GetComponent <Text>().text    = Durability.ToString() + " Durability";
        speedText.GetComponent <Text>().text         = SpeedStat.ToString() + " Speed";
    }