public override void OnShowHeader()
        {
            Console.ForegroundColor = ConsoleColor.Yellow;
            Console.WriteLine("Inventory:");
            Console.ForegroundColor = ConsoleColor.Gray;

            int column        = 0;
            int columnsPerRow = 5;

            foreach (var item in GameState.ActiveUnit.Inventory)
            {
                (ConsoleColor color, string text) = ItemHelper.GetInventoryTag(item, item == GameState.ActiveUnit.Weapon);

                Console.ForegroundColor = color;
                Console.Write($"{text, 25} ");
                Console.ForegroundColor = ConsoleColor.Gray;

                column += 1;
                if (column == columnsPerRow)
                {
                    column = 0;
                    Console.WriteLine();
                }
            }

            Console.WriteLine();
        }
        private void OptionLoot()
        {
            Menu menu = new Menu()
            {
                Prompt = "Select an Item to Loot"
            };

            foreach (var itemInfo in LootableItems)
            {
                string optionText = string.Empty;
                (var optionColor, var itemTag) = ItemHelper.GetInventoryTag(itemInfo.Item, false);

                // Check if the item was found on a corpse.
                if (itemInfo.Corpse != null)
                {
                    optionText = $"{itemTag} on corpse of {itemInfo.Corpse.Name}.";
                }
                else
                {
                    optionText = $"Nearby {itemTag}";
                }

                menu.Add(optionText, delegate
                {
                    GameState.ActiveUnit.Inventory.Add(itemInfo.Item);
                },
                         null,
                         optionColor);
            }

            menu.Validate();
            menu.Show();
            menu.Poll();
        }
        private void OptionEquip()
        {
            Menu menu = new Menu()
            {
                Prompt = "Select a Weapon to Equip"
            };

            foreach (var weapon in EquipableWeapons)
            {
                (var optionColor, var itemTag) = ItemHelper.GetInventoryTag(weapon, false);

                menu.Add(itemTag, delegate
                {
                    GameState.ActiveUnit.Weapon = weapon;
                },
                         null,
                         optionColor);
            }

            menu.Validate();
            menu.Show();
            menu.Poll();
        }