public void OnStart()
 {
     // the open cannon script better be part of a slot selection object with in an activity
     mySlotObject = gameObject.transform.parent.GetComponent <SlotSelectionObject>();
 }
    public void PopulateSlotsList()
    {
        if (isPopulated)
        {
            return;
        }

        // get the Toybox to get info


        // we now have the command center with a list of slots, we should
        // iterate through all the slots set the visual data and add to the grid
        int cannonSlotIndex = 0;
        SlotSelectionObject newSlotObject = null;

        _slotsList = new List <SlotSelectionObject>();

        ItemSlot[] list = GameObjectTracker.instance._PlayerData.ItemSlots;

        if (UseGameSlots)
        {
            list = GameObjectTracker.instance._PlayerData.GameSlots;
        }

        foreach (ItemSlot iSlot in list)
        {
            //if(iSlot.StartActive)
            //	iSlot.IsOpen = true;

            Debug.Log("Iterating through CannonSlots Spawners");
            newSlotObject = NGUITools.AddChild(_gridOfSlots.gameObject, _refPrefab.gameObject).GetComponent <SlotSelectionObject>();

            newSlotObject.SlotIndex = cannonSlotIndex;
            newSlotObject.MySlot    = iSlot;

            cannonSlotIndex++;

            _gridOfSlots.Reposition();
            _slotsList.Add(newSlotObject);
        }



//		foreach(SlotSelectionObject slot in _slotsList)
//		{
//			slot.StoreTablePosition();
//		}
//

        isPopulated = true;



        /*
         * We're using the slots list in the command center
         *
         * no more hard two slots from the toybox
         *
         */
        // for now the Toybox is set to 2 cannon slots
//		Cannon slot1, slot2 = null;
//		slot1 = tb.CannonSlotA;
//		slot2 = tb.CannonSlotB;
//
//		SlotSelectionObject newSlot = null;
//
//		_slotsList = new List<SlotSelectionObject>();
//
//		bool slot1done = false, slot2done = false;
//
//		if (slot1 != null){
//			Debug.Log("We have slot 1");
//			newSlot = NGUITools.AddChild(_gridOfSlots.gameObject, _refPrefab.gameObject).GetComponent<SlotSelectionObject>();
//			newSlot._sprIcon.spriteName = slot1.CannonTextureName;
//			newSlot._lblSlotName.text = slot1.CannonName;
//			newSlot.MyActivity = myActivity;
//			newSlot.MyCannon = slot1;
//			newSlot.SlotIndex = 0;
//
//			_gridOfSlots.Reposition();
//
//			_slotsList.Add(newSlot);
//			slot1done = true;
//		}
//
//		if (slot2 != null){
//			Debug.Log("We have slot 2");
//			newSlot = NGUITools.AddChild(_gridOfSlots.gameObject, _refPrefab.gameObject).GetComponent<SlotSelectionObject>();
//			newSlot._sprIcon.spriteName = slot2.CannonTextureName;
//			newSlot._lblSlotName.text = slot2.CannonName;
//			newSlot.MyActivity = myActivity;
//			newSlot.MyCannon = slot2;
//			newSlot.SlotIndex = 1;
//
//			_gridOfSlots.Reposition();
//
//			_slotsList.Add(newSlot);
//
//			slot2done = true;
//		}
//
//		if (slot1done && slot2done){
//			isPopulated = true;
//		}
//		else{
//			Debug.LogError("NOOOOOO SLOTS FOUND!!!!");
//		}
    }