private void SelectSlot(Slot slot) { selectedSlot = slot; EntityAction entityAction = slot.LootItem.GetComponent <EntityAction>(); if (entityAction != null) { entityAction.OnMoveStart += DeselectOnUse; playerMoveController.SelectAction(entityAction); } if (lootSlots.Contains(slot)) { if (inventorySlots.Count < maxInventorySize) { inventorySlots.Add(CreateSlot(inventoryPanel, slotPrefab)); } } else if (inventorySlots.Contains(slot)) { lootSlots.Add(CreateSlot(lootPanel, slotPrefab)); } }