using UnityEditor.EditorTools;
using UnityEngine;

public class Tool : MonoBehaviour
{
    public float minDurability = 0.1f;
    public float maxDurability = 1.0f;
    private float durability;
    private int decimalPlaces = 1;

    void Start()
    {
        durability = Random.Range(minDurability, maxDurability);
        durability = Mathf.Round(durability * Mathf.Pow(10, decimalPlaces)) / Mathf.Pow(10, decimalPlaces);

        Debug.Log("Tool Durability: " + durability);
    }

    public float CalculateRepairUrgency(float competency, RepairableTool assignedTool)
    {
        float toolDurabilityFactor = assignedTool.GetDurabilityFactor();
        float repairQualityFactor = GetRepairQualityFactor();

        float repairUrgency = 1 - (competency * repairQualityFactor);

        return repairUrgency;
    }

    private float GetRepairQualityFactor()
    {
        // You need to implement this method based on your specific logic for repair quality
        // This could involve factors such as the skill of the repairer, the quality of tools, etc.
        return 1.0f;
    }
}