void HandleInventoryRequest(Action <string> callback = null, InventoryFilters filter = InventoryFilters.AllItems, bool enableTransUi = true, FloatingInventoryController.InventoryMode displayMode = FloatingInventoryController.InventoryMode.Character)
    {
        Action afterGetInventory = () =>
        {
            // ENABLE THIS AFTER WE HAVE A CONSISTENT WAY TO HIDE TINTS
            //ShowTint();
            this.floatingInvPrompt.Init(callback, filter, enableTransUi, displayMode);
        };

        if (displayMode == FloatingInventoryController.InventoryMode.Character)
        {
            PF_PlayerData.GetCharacterInventory(PF_PlayerData.activeCharacter.characterDetails.CharacterId, afterGetInventory);
        }
        else
        {
            PF_PlayerData.GetUserInventory(afterGetInventory);
        }
    }
 public static void RequestInventoryPrompt(Action <string> callback = null, InventoryFilters filter = InventoryFilters.AllItems, bool enableTransUi = true, FloatingInventoryController.InventoryMode displayMode = FloatingInventoryController.InventoryMode.Character)
 {
     if (RaiseInventoryPromptRequest != null)
     {
         RaiseInventoryPromptRequest(callback, filter, enableTransUi, displayMode);
     }
 }