private void UpdateUI()
        {
            //Clear display then redraw
            ClearDisplay(displayItems);
            for (int i = 0; i < inventory.Items.Count; i++)
            {
                var item = inventory.Items[i];
                if (item is IEquippable)
                {
                    if ((item as IEquippable).Equipped)
                    {
                        if (item is IWeapon)                           // If item is Equipped Weapon
                        {
                            equippedWeapon.Initialize(inventory, i);
                        }

                        continue;
                    }
                }

                GameObject          obj         = Instantiate <GameObject>(displayItemPrefab, content);
                InventoryScreenItem displayItem = obj.GetComponent <InventoryScreenItem>();
                displayItem.Initialize(inventory, i, observed);
                displayItems.Add(obj);
            }
        }
 private void UpdateObservedUI()
 {
     //Clear display then redraw
     ClearDisplay(observedItems);
     for (int i = 0; i < observed.Items.Count; i++)
     {
         GameObject          obj         = Instantiate <GameObject>(displayItemPrefab, observedContent);
         InventoryScreenItem displayItem = obj.GetComponent <InventoryScreenItem>();
         displayItem.Initialize(observed, i, inventory);
         observedItems.Add(obj);
     }
 }