/// <summary>
        /// Updates the slot indicator's visibility and position.
        /// </summary>
        /// <param name="inventorySlotBehaviour">If one is given, assume we're picking up an item. Otherwise, assume we're dropping an item.</param>
        public void UpdateSlotIndicator(InventorySlotBehaviour inventorySlotBehaviour = null)
        {
            if (inventorySlotBehaviour != null && !_inventorySlotIndicatorBehaviour.Visible)
            {
                // If the slot indicator is invisible, make it visible and move it to the new slot.
                _inventorySlotIndicatorBehaviour.MoveTo(inventorySlotBehaviour.transform.localPosition, true);
                _inventorySlotIndicatorBehaviour.Visible = true;
            }
            else
            {
                // If the current slot has an item, then don't attempt to find another slot.
                if (_slots[_currentSlotIndex].ItemBehaviour != null)
                {
                    return;
                }

                int nextSlotIndex = -1;

                for (int i = 0; i < _slots.Length; i++)
                {
                    if (_slots[i].ItemBehaviour != null)
                    {
                        nextSlotIndex = i;
                        break;
                    }
                }

                // If there's a slot with an item, set it as the current slot and move the indicator to it.
                // Otherwise hide the indicator.
                if (nextSlotIndex != -1)
                {
                    _currentSlotIndex = nextSlotIndex;

                    _inventorySlotIndicatorBehaviour.Visible = true;
                    _inventorySlotIndicatorBehaviour.MoveTo(_slots[_currentSlotIndex].transform.localPosition);
                }
                else
                {
                    _inventorySlotIndicatorBehaviour.Visible = false;
                }
            }
        }
        /// <summary>
        /// Picks up an item if one is nearby.
        /// Called by the "pickup item" input action.
        /// </summary>
        /// <param name="context">The context of the input action.</param>
        public void OnPickupItem(InputAction.CallbackContext context)
        {
            if (!SceneManager.GetActiveScene().isLoaded)
            {
                return;
            }
            if (!context.performed)
            {
                return;
            }

            ItemBehaviour selectedItem = GetNearbyItem();

            if (selectedItem == null)
            {
                return;
            }

            InventorySlotBehaviour nextAvailableSlot = _slots.FirstOrDefault(x => x.ItemBehaviour == null);

            if (nextAvailableSlot == null)
            {
                // All inventory slots are taken.
                // Swap the current item with the nearby item.
                OnDropItem(context, false);
                OnPickupItem(context);

                return;
            }

            // Pickup the item into the next available slot.
            nextAvailableSlot.PickupItem(selectedItem);
            selectedItem.gameObject.SetActive(false);

            UpdateSlotIndicator(nextAvailableSlot);
        }