public void InventoryDo(string method, int cnt)
    {
        if (method == "DropItem")
        {
            if (_pc.Inventory[cnt].CanBeDropped)
            {
                _pc.Inventory.RemoveAt(cnt);
            }
            else
            {
                Debug.Log("Can't destroy this item!");
            }
        }
        else if (method == "UseItem")
        {
            if (_pc.Inventory[cnt].ItemType == ItemEquipType.Clothing ||
                _pc.Inventory[cnt].ItemType == ItemEquipType.Weapon)
            {
                if (_pc.playerState == PlayerState.Normal)
                {
                    GUIHandler.EquipAnItem(cnt);
                }
                else
                {
                    Debug.Log("Can't equip item right now.");
                }
            }
            else if (_pc.Inventory[cnt].ItemType == ItemEquipType.Consumable)
            {
                //IEnumerator for cooldown of using potions
                Consumable c       = _pc.Inventory[cnt] as Consumable;
                bool       usedPot = _pc.UseConsumable((int)c.VitalToRestore, c.AmountToHeal);
                if (usedPot)
                {
                    if (c.CurStacks == 1)
                    {
                        _pc.Inventory.RemoveAt(cnt);
                    }
                    else
                    {
                        c.CurStacks -= 1;
                    }
                }
                else
                {
                    Debug.Log("Using pots on cooldown");
                }
            }
            else if (_pc.Inventory[cnt].ItemType == ItemEquipType.Socket)
            {
                MyGUI.itemIsPickedUp         = true;
                MyGUI.itemPickedUpIcon       = _pc.Inventory[cnt].Icon;
                MyGUI.itemIsForUse           = true;
                MyGUI.pickedUpItemIdentifier = string.Format("Inventory{0}", cnt);
            }
            else
            {
                Debug.Log("Unknown : This is a " + _pc.Inventory[cnt].Name);
            }
        }
        else
        {
            if (_pc.Inventory.Count < _maxInventorySpace)
            {
                switch (method)
                {
                //Returning Equipped Items
                case "ReturnEquippedWeapon":
                    _pc.AddItem(_pc.EquipedWeapon);
                    _pc.EquipedWeapon = null;
                    break;

                case "ReturnEquippedArmorHead":
                    _pc.AddItem(_pc.EquipedArmorHead);
                    _pc.EquipedArmorHead = null;
                    break;

                case "ReturnEquippedArmorChest":
                    _pc.AddItem(_pc.EquipedArmorChest);
                    _pc.EquipedArmorChest = null;
                    break;

                case "ReturnEquippedArmorGloves":
                    _pc.AddItem(_pc.EquipedArmorGloves);
                    _pc.EquipedArmorGloves = null;
                    break;

                case "ReturnEquippedArmorLegs":
                    _pc.AddItem(_pc.EquipedArmorLegs);
                    _pc.EquipedArmorLegs = null;
                    break;

                case "ReturnEquippedArmorFeet":
                    _pc.AddItem(_pc.EquipedArmorFeet);
                    _pc.EquipedArmorFeet = null;
                    break;

                case "ReturnEquippedArmorBack":
                    _pc.AddItem(_pc.EquipedArmorBack);
                    _pc.EquipedArmorBack = null;
                    break;
                }
            }
            else
            {
                Debug.Log("Inventory is full");
                Debug.Log("Your Inventory is full.");
            }
        }

        _pc.UpdateStats();
    }