public void OnPointerClick(PointerEventData eventData)
 {
     //Debug.Log("slot clicked");
     hotbarGUI.exitToolTip();
     if (player.InCombat && isSlotted) //in combat, do combat things
     {
         AttackDetails details = new AttackDetails(skill.GetComponent <AttackDetailsInstance>());
         manager.AttackHelper(details);
     }
     else //not in combat, customization of hotbar
     {
         if (slotNumber < 10) //can only use slots 0-9
         {
             //Equipping from skill manager, not in bar already
             if (eventData.pointerId == -1 && skillManager.IsBeingDragged)
             {
                 if (ActiveOrPassive(skillManager.getDraggedItem().GetComponent <AttackDetailsInstance>().Type))
                 {
                     skill = skillManager.getDraggedItem();
                     int id = skill.GetComponent <AttackDetailsInstance>().ID;
                     //If this skill is already equipped, unequip it
                     int currentSlot = hotbarGUI.GetSlot(id, slotNumber);
                     if (currentSlot >= 0)
                     {
                         var hbs = hotbarGUI.HotbarSlots[currentSlot].GetComponent <HotBarSlot>();
                         hbs.skill = null;
                         hbs.GetComponent <Image>().sprite = defaultIcon;
                         hbs.isSlotted = false;
                     }
                     //Equip this skill in the specified slot
                     GetComponent <Image>().sprite = skill.GetComponent <AttackDetailsInstance>().Icon;
                     isSlotted = true;
                     db.UpdateSkill(id, slotNumber, ActiveSkillbar);
                     skillManager.DeleteDraggedItem();
                 }
             }
             //Equipping from hot bar to...
             else
             {
                 //Empty space (unequip)
                 if (eventData.pointerId == -1 && isSlotted && !hotbarGUI.isBeingDragged)
                 {
                     hotbarGUI.showDraggedItem(skill, slotNumber);
                     int skillId = skill.GetComponent <AttackDetailsInstance>().ID;
                     skill = null;
                     GetComponent <Image>().sprite = defaultIcon;
                     isSlotted = false;
                     db.UpdateSkill(skillId, -1, ActiveSkillbar);
                 }
                 //To empty hotbar slot
                 else if (eventData.pointerId == -1 && !isSlotted && hotbarGUI.isBeingDragged)
                 {
                     if (ActiveOrPassive(hotbarGUI.DraggedItem.GetComponent <AttackDetailsInstance>().Type))
                     {
                         skill = hotbarGUI.DraggedItem;
                         GetComponent <Image>().sprite = skill.GetComponent <AttackDetailsInstance>().Icon;
                         hotbarGUI.deleteDraggedItem();
                         isSlotted = true;
                         db.UpdateSkill(skill.GetComponent <AttackDetailsInstance>().ID, slotNumber, ActiveSkillbar);
                     }
                 }
                 //To occupied hotbar slot (swap the skills)
                 else if (eventData.pointerId == -1 && isSlotted && hotbarGUI.isBeingDragged)
                 {
                     if (ActiveOrPassive(hotbarGUI.DraggedItem.GetComponent <AttackDetailsInstance>().Type))
                     {
                         hotbarGUI.HotbarSlots[hotbarGUI.slotnumber].GetComponent <HotBarSlot>().skill     = skill;
                         hotbarGUI.HotbarSlots[hotbarGUI.slotnumber].GetComponent <Image>().sprite         = skill.GetComponent <AttackDetailsInstance>().Icon;
                         hotbarGUI.HotbarSlots[hotbarGUI.slotnumber].GetComponent <HotBarSlot>().isSlotted = true;
                         skill     = hotbarGUI.DraggedItem;
                         isSlotted = true;
                         GetComponent <Image>().sprite = skill.GetComponent <AttackDetailsInstance>().Icon;
                         hotbarGUI.deleteDraggedItem();
                         db.UpdateSkill(hotbarGUI.HotbarSlots[hotbarGUI.slotnumber].GetComponent <HotBarSlot>().skill.GetComponent <AttackDetailsInstance>().ID, hotbarGUI.slotnumber, ActiveSkillbar);
                         db.UpdateSkill(skill.GetComponent <AttackDetailsInstance>().ID, slotNumber, ActiveSkillbar);
                     }
                 }
             }
         }
     }
 }