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); } }