private void UpdateInventory() { List <int> AvailableInventory = new List <int>(); for (int i = 0; i < Inventory.Count; ++i) { InvItem I = Inventory[i]; if (I.Used) { Inventory.RemoveAt(i); CurrentInvItemAKey = InvItem.GetPrevInvAKey(Id, CurrentInvItemAKey); } else { AvailableInventory.Add(I.ActivationKey); } } if (GameLevel.Input._1.Clicked && AvailableInventory.IndexOf(1) != -1) { CurrentInvItemAKey = 1; } if (GameLevel.Input._2.Clicked && AvailableInventory.IndexOf(2) != -1) { CurrentInvItemAKey = 2; } if (GameLevel.Input._3.Clicked && AvailableInventory.IndexOf(3) != -1) { CurrentInvItemAKey = 3; } if (GameLevel.Input._4.Clicked && AvailableInventory.IndexOf(4) != -1) { CurrentInvItemAKey = 4; } if (GameLevel.Input._5.Clicked && AvailableInventory.IndexOf(5) != -1) { CurrentInvItemAKey = 5; } if (GameLevel.Input._6.Clicked && AvailableInventory.IndexOf(6) != -1) { CurrentInvItemAKey = 6; } if (GameLevel.Input._7.Clicked && AvailableInventory.IndexOf(7) != -1) { CurrentInvItemAKey = 7; } if (GameLevel.Input._8.Clicked && AvailableInventory.IndexOf(8) != -1) { CurrentInvItemAKey = 8; } if (GameLevel.Input._9.Clicked && AvailableInventory.IndexOf(9) != -1) { CurrentInvItemAKey = 9; } }