public void removeFromInventory(GameObject invObj)
        {
            //if counter < 6
            //counter --
            //else do nothing


            bothash.InventoryItemSO item = invObj.GetComponent <bothash.Slot>().myProperty;

            if (item)
            {
                if (firstSixSlots.Contains(invObj))
                {
                    firstSixSlots.Remove(invObj);
                }
                slotItemDict.Remove(item.itemName);
                var result = InventorySO.myInventory.Remove(item);
                Debug.Log(string.Format("Removed: {0}", result.ToString()));
                inventoryCount--;
                Debug.Log(string.Format("INV COUNT {0}", inventoryCount));
            }
        }
        public void addToInventory(bothash.InventoryItemSO item)
        {
            GameObject Slot;

            //check for first already instatiated objects
            if (inventoryCount < firstSixSlots.Count)
            {
                Slot = firstSixSlots[inventoryCount];
                Slot.GetComponent <bothash.Slot>().Palceholder.color = new Color(1, 1, 1, 1);
            }
            else
            {
                Slot = Instantiate(slotPrefab, InventoryScrollSlotParent);
            }
            //if available use that slot
            //else do the below
            //counter++

            //@todo
            //instantiate slot gameobject

            /////REPLACE THE SPRITE WITH FRESH SPRITE
            item.inventorySprite = inventoryDictionary.instance.invNameSpriteMap[item.itemName];

            // add reference of item to the slot object
            Slot.GetComponent <bothash.Slot>().myProperty = item;
            //add sprite to slot
            Slot.GetComponent <bothash.Slot>().Palceholder.sprite = item.inventorySprite;

            slotItemDict.Add(item.itemName, Slot);
            //add item to player whole inventory
            InventorySO.myInventory.Add(item);

            inventoryCount++;
            Debug.Log("Added");
            Debug.Log(string.Format("INV COUNT {0}", inventoryCount));
        }