void ItemInteractionInput()
 {
     if (_itemBufferTimer > Time.time)
     {
         return;                               // Prevents unwanted spawm use/pickup.
     }
     if (_cantUse)
     {
         return;           // Player is standing on another item
     }
     // Ammo
     if (_hasAmmo && _player.GetButton("Interact"))
     {
         _ammoItem.use();
         _hasAmmo         = false;
         _itemBufferTimer = Time.time + _itemBufferCD;
     }
     else if (_hasAmmo && _player.GetButton("DropItem"))
     {
         _ammoItem.gameObject.SetActive(true);
         _ammoItem.transform.position = new Vector3(transform.position.x, transform.position.y + 1f, transform.position.z);
         _ammoItem.player             = null;
         _ammoItem        = null;
         _hasAmmo         = false;
         _itemBufferTimer = Time.time + _itemBufferCD;
     }
     // Healing
     if (_hasHealing && _player.GetButton("Interact"))
     {
         _healingItem.use();
         _hasHealing      = false;
         _itemBufferTimer = Time.time + _itemBufferCD;
     }
     else if (_hasHealing && _player.GetButton("DropItem"))
     {
         _healingItem.gameObject.SetActive(true);
         _healingItem.transform.position = new Vector3(transform.position.x, transform.position.y + 1f, transform.position.z);
         _healingItem.player             = null;
         _healingItem     = null;
         _hasHealing      = false;
         _itemBufferTimer = Time.time + _itemBufferCD;
     }
 }