Castle Game Engine: CastleItems: Class TInventoryItem

# Class TInventoryItem
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleItems ## Declaration `type TInventoryItem = class(TComponent)` ## Description An item that can be used, kept in the inventory, or (using PutOnWorld that wraps it in TItemOnWorld) dropped on 3D world. Thanks to the Quantity property, this may actually represent many "stacked" items, all having the same properties. ## Hierarchy TComponent TInventoryItem ## Overview ### Methods
| `function Split(QuantitySplit: Cardinal): TInventoryItem;`
| `function PutOnWorld(const AWorld: T3DWorld; const APosition: TVector3Single): TItemOnWorld;`
| `function World: T3DWorld;`
### Properties
| `property Resource: TItemResource read FResource;`
| `property Quantity: Cardinal read FQuantity write FQuantity;`
| `property Owner3D: T3D read FOwner3D;`
## Description ### Methods
| `function Split(QuantitySplit: Cardinal): TInventoryItem;`
Splits item (with Quantity >= 2) into two items. It returns newly created object with the same properties as this object, and with Quantity set to QuantitySplit. And it lowers our Quantity by QuantitySplit. Always QuantitySplit must be >= 1 and < Quantity.
| `function PutOnWorld(const AWorld: T3DWorld; const APosition: TVector3Single): TItemOnWorld;`
Create TItemOnWorld instance referencing this item, and add this to the given 3D AWorld. Although normal item knows (through Owner3D) the world it lives in, but this method may be used for items that don't have an owner yet, so we take AWorld parameter explicitly. This is how you should create new TItemOnWorld instances. It is analogous to TCreatureResource.CreateCreature, but now for items.
| `function World: T3DWorld;`
3D world of this item, if any. Although the TInventoryItem, by itself, is not a 3D thing (only pickable TItemOnWorld is a 3D thing). But it exists inside a 3D world: either as pickable (TItemOnWorld), or as being owned by a 3D object (like player or creature) that are part of 3D world. In other words, our Owner3D.World is the 3D world this item lives in.
### Properties
| `property Resource: TItemResource read FResource;`
| `property Quantity: Cardinal read FQuantity write FQuantity;`
Quantity of this item. This must always be >= 1.
| `property Owner3D: T3D read FOwner3D;`
3D owner of the item, like a player or creature (if the item is in the backpack) or the TItemOnWorld instance (if the item is lying on the world, pickable). May be `Nil` only in special situations (when item is moved from one 3D to another, and technically it's safer to `Nil` this property). The owner is always responsible for freeing this TInventoryItem instance (in case of TItemOnWorld, it does it directly; in case of player or creature, it does it by TInventory).
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