void Update() { moveInput = playerI.Player.Move.ReadValue <Vector2>(); RaycastHit2D[] hitColliders = Physics2D.BoxCastAll(this.transform.position, new Vector2(1.5f, 1.5f), 0f, Vector2.zero); if (hitColliders.Length <= 1 || !self_PlayerUI.UnitsInventoryPanel.gameObject.activeInHierarchy) { ExitInteract(); self_PlayerUI.DisableUnitInventory(); self_UnitInventory.DestoryAllLoadedItems(self_PlayerUI.parentToSpawnAt); } else if (hitColliders.Length > 1) { StayInteract(hitColliders[1]); } if (self_PlayerUI.isUiRefreshNeeded) { self_PlayerUI.RefreshUI(); UpdateListOfItemUI(); self_PlayerUI.ChangeItemUIInteractable(); } }