Weapons/Item.cs
/// <summary>
/// Base class for anything that can be carried by a player and stored in a coffin. It can't be equipped directly.
/// </summary>
public abstract partial class Item : Component
{
[Property, Feature( "Item" )]
public string DisplayName { get; set; } = "My Item";
/// <summary>
/// The player that owns this item
/// </summary>
public Player Owner => GetComponentInParent<Player>( true );
/// <summary>
/// Called when the item is first given to a player
/// </summary>
public virtual void OnAdded( Player player ) { }
/// <summary>
/// Called when the item is removed from a player
/// </summary>
public virtual void OnRemoved( Player player ) { }
/// <summary>
/// Called when the owner dies
/// </summary>
public virtual void OnPlayerDeath( IPlayerEvent.DiedParams args )
{
}
}