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);
}
}
}