// Check to see if we should open/close the inventory void Update() { if (!DragDrop.GetIsDragging()) { if (Input.GetButtonDown("Inventory")) { inventoryUI.SetActive(!inventoryUI.activeSelf); if (craftingUI.activeSelf && inventoryUI.activeSelf) { craftingOpen = true; } else if (!inventoryUI.activeSelf) { craftingOpen = false; } } if (Input.GetButtonDown("Crafting")) { if (inventoryUI.activeSelf && craftingUI.activeSelf) { Debug.Log("closing"); CheckCraftingSlots(); craftingUI.SetActive(false); craftingIcons.SetActive(false); craftingOpen = false; } else { craftingUI.SetActive(true); craftingIcons.SetActive(true); inventoryUI.SetActive(true); craftingOpen = true; } } } UpdateUI(); }