Items/Pickups/ArmourPickup.cs
/// <summary>
/// A pickup that gives the player some armour.
/// </summary>
public sealed class ArmourPickup : BasePickup
{
	/// <summary>
	/// How much armour to give to the player
	/// </summary>
	[Property, Group( "Armour" )] float ArmourGive { get; set; } = 0;

	public override bool CanPickup( Player player, PlayerInventory inventory )
	{
		if ( player.Armour >= player.MaxArmour && ArmourGive > 0 )
			return false;

		return true;
	}

	protected override bool OnPickup( Player player, PlayerInventory inventory )
	{
		player.Armour = (player.Armour + ArmourGive).Clamp( 0, player.MaxArmour );
		player.PlayerData.AddStat( $"pickup.armor" );

		return true;
	}
}