//TODO: May want to rename ItemType enumations based on practical application: 1. InventoryItem, 2. CarryableItem, 3. InteractiveItem. This would ensure
//inventory items on interact would enter inventory, carryable items on interact go to carry, and interactive items call an event function at once.
/// <summary>
/// Item name.
/// </summary>
publicstringName{get;}
/// <summary>
/// Item description.
/// </summary>
publicstringDescription{get;}
/// <summary>
/// Specifies if an item can be held in the player inventory, must be carried with the carry animation, or executes some effect immediately.
/// <list type="bullet">
/// <item>UTILITY: Can be carried in inventory.</item>
/// <item>WEAPON: Must be carried with the carry animation.</item>
/// <item>CONSUMABLE: Executes some effect on interact.</item>
/// </list>
/// </summary>
publicenumItemType{UTILITY,WEAPON,CONSUMABLE};
/// <summary>
/// Gets the collection type for this game item.
/// </summary>
publicItemTypeType{get;}
//When player interacts with this item apply effect.