using Invector; using Invector.vItemManager; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; namespace Beyond { /// /// Equipments of the Inventory that needs to be instantiated /// [vClassHeader("Equipment", openClose = false, helpBoxText = "Use this component if you also use the ItemManager in your Character")] public partial class bEquipment : vMonoBehaviour { public OnHandleItemEvent onEquip, onUnequip; public EquipPoint equipPoint { get; set; } /// /// Event called when equipment is destroyed /// public virtual void OnDestroy() { } /// /// Item representing the equipment /// public bItem referenceItem; //{ // get; // protected set; //} /// /// Event called when the item is equipped /// /// target item public virtual void OnEquip(bItem item) { referenceItem = item; onEquip.Invoke(item); } /// /// Event called when the item is unquipped /// /// target item public virtual void OnUnequip(bItem item) { onUnequip.Invoke(item); } } }