// 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();
    }