private void SetEquipmentSlots() { List <GearSlot> types = Utilities.GetCharactersGearSlots(transform); Debug.Log("Player found " + types.Count + " equipment slots on the character model"); EquippedGearSlots.SetSize(types.Count); for (int i = 0; i < EquippedGearSlots.GetSlots.Length; i++) { EquippedGearSlots.GetSlots[i].InitializeAllowedItemTypes(new ItemType[] { ItemType.Gear }); EquippedGearSlots.GetSlots[i].InitializeAllowedGearTypes(new GearSlot[] { types[i] }); EquipmentSlotPositionMap.Add(EquippedGearSlots.GetSlots[i], Utilities.RecursiveFindChild(transform, types[i].ToString())); } }