private void DisplayInventory()
        {
            _commandShade.gameObject.SetActive(false);

            for (int i = 0; i < _inventory.MainWeaponInventory.Length; i++)
            {
                Button button = mainWeaponButtons[i];
                Item   item   = _inventory.MainWeaponInventory[i];

                if (item == null)
                {
                    button.interactable = false;
                }

                else
                {
                    UIItemSlot itemSlot = button.GetComponent <UIItemSlot>();
                    itemSlot.Item = item;

                    button.interactable = true;
                }
            }

            for (int i = 0; i < _inventory.MeleeWeaponInventory.Length; i++)
            {
                Button button = meleeWeaponButtons[i];
                Item   item   = _inventory.MeleeWeaponInventory[i];


                if (item == null)
                {
                    button.interactable = false;
                }

                else
                {
                    UIItemSlot itemSlot = button.GetComponent <UIItemSlot>();
                    itemSlot.Item = item;

                    button.interactable = true;
                }
            }

            for (int i = 0; i < _inventory.ItemInventory.Length; i++)
            {
                Button button = itemButtons[i];
                Item   item   = _inventory.ItemInventory[i];


                if (_inventory.ItemInventory[i] == null)
                {
                    button.interactable = false;
                }

                else
                {
                    UIItemSlot itemSlot = button.GetComponent <UIItemSlot>();
                    itemSlot.Item = item;

                    button.interactable = true;
                }
            }

            foreach (Button b in itemOptionButtons)
            {
                b.interactable = false;
            }

            foreach (Button b in mainWeaponButtons)
            {
                if (b.interactable)
                {
                    b.Select();
                    return;
                }
            }

            foreach (Button b in meleeWeaponButtons)
            {
                if (b.interactable)
                {
                    b.Select();
                    return;
                }
            }

            foreach (Button b in itemButtons)
            {
                if (b.interactable)
                {
                    b.Select();
                    return;
                }
            }
        }