Component passing self to method

I have a component called ItemSpot which is a container for an object of type Pickupable. When the player clicks on the ItemSpot, the item in the container is supposed to move from the spot to the player and the items reference is supposed to be “moved” from the spot to the PlayerController.

This is my code:

public void OnClick(PlayerController player)
    {
        // Pick up items
        if (player.HeldItem == null && Item != null)
        {

            
            // Attach item to own transform 
            Item.transform.parent = player.HandTransform;

            // disable input to prevent glitches while taking an item in hand
            player.InputDisabled = true;

            // Coroutines on the Item that moves the gameObject with an animation
            StartCoroutine(Item.MoveTowards(player.HandTransform.position));
            StartCoroutine(Item.TurnTowards(player.HandTransform.rotation));

            Debug.Log(player.gameObject);

            // Move Item reference from Spot to player
            player.HeldItem = Item;
            Item = null;
            
            // reenable input after some time
            IEnumerator coroutine () {
                yield return new WaitForSeconds(player.HeldItem.animationTime);
                player.InputDisabled = false;
            }
            StartCoroutine(coroutine());

        }
}

This bit is called from the PlayerController with itemSpot.OnClick(this)

Moving the GameObject works absolutely fine, but the references to the item do not change at all. Weirdly, Debug.Log(player.HeldItem) inside this function returns the correct reference, but in the PlayerController Component it is still null.

I suspect that this has something to do with m usage of the this operator, but I can’t figure out how to properly pass a reference to self.

I found the solution and the issue is, of course, my own stupidity.

Just below the code I posted, I have the behaviour for passing back an item from the Player to the Itemspot. In it, I check, whether the Player has an Item in hand and the Itemspot is empty. Two conditions that will always be true, when the prior has run.

Therefore I am taking the item out of the ItemSpot and putting it right back in.

I’ll let this stand to remind myself ad anyone who might come across it, to always check (and post) the full code

Thank you and good night