public void AddItem(int x, int y, ItemObj items)
    {
        if ((Width - x < items.width) || (length - y < items.height))
        {
            Debug.Log("oc");
            PickedUp = false;
            return;
        }
        else
        {
            for (int CheckX = x; CheckX < items.width + x; CheckX++)
            {
                for (int CheckY = y; CheckY < items.height + y; CheckY++)
                {
                    if (slots[CheckX, CheckY].Occupied)
                    {
                        Debug.Log("occ");
                        return;
                    }
                    else
                    {
                        //Debug.Log("yes");
                    }
                }
            }
            float FloatWidth  = items.width;
            float FloatHeight = items.height;
            float PositionX;
            float PositionY;
            if (OddOrEven(items.width) == 0)
            {
                PositionX = (float)(RectTransform.position.x - 440 + 80 * (FloatWidth / 4) + 80 * x);
            }
            else
            {
                PositionX = (float)(RectTransform.position.x - 440 + 80 * ((FloatWidth - 1) / 2) + 80 * x);
            }


            if (OddOrEven(items.height) == 0)
            {
                PositionY = (float)(RectTransform.position.y - 280 + 80 * (FloatHeight / 4) + 80 * y);
            }
            else
            {
                PositionY = (float)(RectTransform.position.y - 280 + 80 * ((FloatHeight - 1) / 2) + 80 * y);
            }



            //Debug.Log("divide" + FloatWidth / 2);



            Instantiate(items.image, new Vector3(PositionX, PositionY, 0), Quaternion.identity, Parent.transform);
            inventoryData.AddItems(items);
            PickedUp = true;
            //Debug.Log(PositionX + " " + PositionY);
            for (int CheckX = x; CheckX < items.width + x; CheckX++)
            {
                for (int CheckY = y; CheckY < items.height + y; CheckY++)
                {
                    slots[CheckX, CheckY].Occupied = true;
                    //Debug.Log(CheckX + " " + CheckY + " " + slots[CheckX, CheckY].Occupied);
                }
            }
        }
    }