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);
	}

}