using UnityEngine;
[CreateAssetMenu(fileName = "New Item", menuName = "Inventory/Item")]
public class Item : ScriptableObject{
new public string name = "New Item";
public Sprite icon = null;
public bool isDefaultItem = false;
//[SerializeField] public int itemAmount = 1;
//[SerializeField] public int totalAmount = 0;
public virtual void Use ()
{
Debug.Log("Using " + name);
}
public void RemoveFromInventory ()
{
Inventory.instance.Remove(this);
}
}