void ActivateInventory(List <PickableObject> items) { if (contentLayoutGroup == null) { Start(); } gameObject.SetActive(true); gameActions.UI.Enable(); Cursor.visible = true; EventSystem.current.SetSelectedGameObject(null); if (items != null) { slots = new RectTransform[items.Count]; for (int slotIdx = 0; slotIdx < items.Count; slotIdx++) { GameObject slot = Instantiate(slotPrefab, contentLayoutGroup.transform); PickableObject slotObj = items[slotIdx]; Texture2D inventoryImage = slotObj.GetInventorySprite(); slot.GetComponent <Image>().sprite = Sprite.Create(inventoryImage, new Rect(0.0f, 0.0f, inventoryImage.width, inventoryImage.height), new Vector2(0.5f, 0.5f), 100.0f); slot.GetComponent <InventorySlotController>().SetObjectInSlot(slotObj); slots[slotIdx] = slot.GetComponent <RectTransform>(); } } }