private void OnOpenInventory()
    {
        if (m_canSwitchState)
        {
            //
            // Disable the game action map and set the inventory action map
            m_playerInput.SwitchCurrentActionMap(m_inInventoryInputActionMap);
            m_playerUI.ChangeState(PlayerUI.State.inventory);

            //
            // Replace the input reference in the input navigation
            m_inputSystemUIInputModule.enabled = false;
            m_inputSystemUIInputModule.move    = m_navigationInInventoryReference;
            m_inputSystemUIInputModule.enabled = true;

            //
            //
            m_canSwitchState = false;
            Invoke(nameof(ResetCanSwitchState), 1.0f);
        }
    }