// Start is called before the first frame update
 void Start()
 {
     currentSeed = seedTypes.hogweed;
     foreach (Shooter w in weapons)
     {
         w.setCurrent(false);
     }
     currentWeapon.setCurrent(true);
 }
    public void gainSeeds(seedTypes type)
    {
        switch (type)
        {
        case seedTypes.hogweed:
            hogweedSeeds++;
            break;

        case seedTypes.cherry:
            cherrySeeds++;
            break;

        case seedTypes.potato:
            potatoSeeds++;
            break;
        }
    }
    public void plantSeed(seedTypes type)
    {
        bool haveSeeds = false;

        switch (type)
        {
        case seedTypes.hogweed:
            if (hogweedSeeds > 0)
            {
                haveSeeds = true;
                hogweedSeeds--;
            }
            break;

        case seedTypes.potato:
            if (potatoSeeds > 0)
            {
                haveSeeds = true;
                potatoSeeds--;
            }
            break;

        case seedTypes.cherry:
            if (cherrySeeds > 0)
            {
                haveSeeds = true;
                cherrySeeds--;
            }
            break;
        }

        if (haveSeeds)
        {
            Vector3    newLocation = transform.position + new Vector3(0, -.5f, 0);
            SeedGrowth sg          = Instantiate(growthPrefab, newLocation, Quaternion.identity).GetComponent <SeedGrowth>();
            sg.seedType = type;
        }
    }