/// <summary>
        /// Scan and register all inventory slots
        /// </summary>
        private void RegisterSlots()
        {
            Node rowContainer = GetNode(rowContainerPath);

            for (int row = 0; row < 4; row++)
            {
                for (int col = 0; col < 2; col++)
                {
                    LootChestSlot slot = rowContainer.GetNode <LootChestSlot>($"{row}/{col}");
                    chestInventorySlots[row, col] = slot;
                }
            }
        }
        /// <summary>
        /// Unload the ItemInventoryTiles in the LootChestMenu, this should NOT remove the item from the original chest
        /// </summary>
        public void UnloadChest()
        {
            // Dispose of chest tiles
            for (int row = 0; row < 4; row++)
            {
                for (int col = 0; col < 2; col++)
                {
                    LootChestSlot slot = chestInventorySlots[row, col];
                    if (slot.IsOccupied())
                    {
                        ItemInventoryTile tile = slot.GetItemTile();
                        slot.RemoveItemTileNoPropagate();   // Do not remove the Item from the Chest!!
                        tile.QueueFree();
                    }
                }
            }

            currentChest.Close();
            currentChest = null;
        }
        private void HandleOnLootAllPressed()
        {
            for (int row = 0; row < 4; row++)
            {
                for (int col = 0; col < 2; col++)
                {
                    LootChestSlot slot = chestInventorySlots[row, col];
                    if (slot.IsOccupied() && backPackSlotManager.HasEmptySlots())
                    {
                        // Take ItemTile from Chest
                        ItemInventoryTile tile = slot.GetItemTile();
                        slot.RemoveItemTile();

                        // Add to the Backpack and to the inventory
                        backPackSlotManager.AddItemTileToBackpack(tile);
                        inventoryController.AddItem(tile.GetParentItem(), false);
                    }
                }
            }
        }
        private void AddTileToSlot(ItemInventoryTile tile)
        {
            LootChestSlot slot = GetEmptySlot();

            slot.AddItemTile(tile);
        }