using Clover.Inventory;
using Clover.Persistence;
namespace Clover.Data;
[AssetType( Name = "PlantData", Extension = "plant" )]
public class PlantData : ItemData
{
[Property, Group( "Plant" )] public GameObject PlantedScene { get; set; }
/*public override IEnumerable<ItemAction> GetActions( InventorySlot<PersistentItem> slot )
{
yield return new ItemAction
{
Name = "Plant",
Icon = "park",
Action = slot.Plant
};
}*/
}