Inventory system

Hi guys I just downloaded a inventory script (Diabolic-Free) on asset store.
I want to change the state [ if (Input.GetMouseButtonDown(0)) ] to OnTriggerEnter can someone help me please.

void Update()
{
int litem = 1 << 8;

    ray = Camera.main.ScreenPointToRay(Input.mousePosition);
    if (Physics.Raycast(ray, out hitInfo, 50000.0f,litem))
    {
        ItemClass ic = hitInfo.transform.gameObject.GetComponent<ItemClass>();

        
        if (Input.GetMouseButtonDown(0))
        {
           if (ic.isEquiped != false) return;
           AddItemToInventory(hitInfo.transform.gameObject.GetComponent<ItemClass>());
           Destroy(hitInfo.transform.gameObject);
        }
    }
}

I already have a pickup item when press keydown e so I want to set active this script by colliding enter (ontriggerenter) so I dont have to press 2 time e to activate these 2 script Also I want to open/close the inventory with i key. here is the long script.

using UnityEngine;
using System.Collections;

public class MyInventory : MonoBehaviour
{
private RaycastHit hitInfo;
private bool hashit = false;
private Ray ray;

public Texture item;
public Texture defaultTexture;
int gridWidth = 10;
int gridHeight = 10;

bool rmouseDown = false;
bool lmousedown = false;

bool bWeaponEquiped = false;//test
bool bShieldEquiped = false;
bool bR1Equiped = false;
bool bR2Equiped = false;
bool bAmuletEquiped = false;
bool bBeltEquiped = false;
bool bBootsEquiped = false;
bool bGlovesEquiped = false;

public GUIStyle lblItemDescrStyle;

public struct Inventar
{
    public string itemName;
    public Texture itemTexture;
    public int width;
    public int height;
    public bool drawn;
    public string opis;
    public bool occupiedCell;
    public int firstCell;
}

public Inventar charInventory;

public int invL;
public int invT;

void Start()
{
    charInventory = new Inventar[gridWidth * gridHeight];
    //invL = invT = 20;
}

void Update()
{
    int litem = 1 << 8;

    ray = Camera.main.ScreenPointToRay(Input.mousePosition);
    if (Physics.Raycast(ray, out hitInfo, 50000.0f,litem))
    {
        ItemClass ic = hitInfo.transform.gameObject.GetComponent<ItemClass>();

        
        if (Input.GetMouseButtonDown(0))
        {
           if (ic.isEquiped != false) return;
           AddItemToInventory(hitInfo.transform.gameObject.GetComponent<ItemClass>());
           Destroy(hitInfo.transform.gameObject);
        }
    }
}

public int AddItemToInventory(ItemClass item)
{
    int intialIndexLocation = -1; 
    if(item != null)
    {
        ItemClass temp =   item;      //Set up a temporary item to compare with

        if (SlotsRemaining() >= temp.height * temp.width)    
        {
            bool firstFoundLocation = true;                  
                                                             
            int count = 0;                                   
                                                               
            for(int i = 0; i < gridWidth-(temp.width-1); i ++) 
            {
                for(int t = 0; t < (gridHeight)-(temp.height-1); t++)    
                {
                    if (charInventory[i + (gridHeight * t)].occupiedCell != true)  
                    {
                        int neededCount = temp.height*temp.width;          
                        for(int j = 0; j < temp.width; j++)                
                        {
                            if (charInventory[i + (gridHeight * t) + j].occupiedCell != true)
                                                                                        
                            {
                                for( int k = 0; k < temp.height; k++)   
                                {
                                    if (charInventory[i + (gridHeight * (t + k)) + j].occupiedCell != true)
                                    {
                                        if(firstFoundLocation) 
                                        {
                                            firstFoundLocation = false; 
                                                                        
                                            intialIndexLocation = i+(gridWidth*t); 
                                        }
                                        count+=1;     
                                        if(count == neededCount)
                                        {
     
                                            break;
                                        }
                                    }
                                }
                            }
                        }
                        if(count >= neededCount)
                        {
                            break;
                        } else if(count < neededCount)
                        {
                            firstFoundLocation = true;
                            count = 0;
                            intialIndexLocation = -1;
                        }
                    }
                }  
            }
        }

        if (SlotsRemaining() == charInventory.Length)  
        {
            intialIndexLocation = 0; 
        }
        if(intialIndexLocation > -1) 
        {
            bool whentodraw=true;
            for(int i = 0; i < temp.width; i++)
            {
                for(int t = 0; t < temp.height; t++)
                {

                    charInventory[intialIndexLocation + i + (gridHeight * t)].drawn = true;
                    if (whentodraw) charInventory[intialIndexLocation + i + (gridHeight * t)].drawn = false;

                    charInventory[intialIndexLocation + i + (gridHeight * t)].itemName = item.itemName;
                    charInventory[intialIndexLocation + i + (gridHeight * t)].itemTexture = item.itemTexture;
                    charInventory[intialIndexLocation + i + (gridHeight * t)].width = item.width;
                    charInventory[intialIndexLocation + i + (gridHeight * t)].height = item.height;
                    charInventory[intialIndexLocation + i + (gridHeight * t)].opis = item.opis;
                    charInventory[intialIndexLocation + i + (gridHeight * t)].occupiedCell = true;
                    charInventory[intialIndexLocation + i + (gridHeight * t)].firstCell = intialIndexLocation;
                    whentodraw=false;
                }
            }
        }
    }
    return intialIndexLocation;
}

void DeleteFromInventory(string itmNam, int fc)
{
    for (int i = 0; i < charInventory.Length; ++i)
    {
        if (charInventory_.itemName == itmNam && charInventory*.firstCell == fc)*_

{
charInventory*.occupiedCell = false;*
}
}
}

string txtWidth = “”;
string txtHeight = “”;

void OnGUI()
{
//=======================================================character inventory=========================================
for(int i = 0; i < gridWidth; i ++)
{
for(int t = 0; t < gridHeight; t++)
{
if (charInventory[i + (gridHeight * t)].occupiedCell != true)
{
GUI.DrawTexture(new Rect((invL + (i * 30)), invT + (t * 30), 30, 30), defaultTexture);
}
else
{
Inventar temp = charInventory[i + (gridHeight * t)];
if(!temp.drawn)
{
int w = temp.width;
int h = temp.height;
Rect buttonRect = new Rect((invL + (i * 30)), invT + (t * 30), 30 * w, 30 * h);
if (buttonRect.Contains(RevertMousePosValue()))
{
GUI.Label(new Rect(Screen.width / 2 - 100, 60, 200, 200), temp.opis.Replace(“NEWLINE”, "
"), lblItemDescrStyle);

}
if (GUI.Button(buttonRect, temp.itemTexture))
{
if (Input.GetMouseButtonUp(0))
{
if (!bWeaponEquiped)//equip weapon
{
GameObject HandGr = GameObject.Find(“HandGrip”);
Vector3 gp = HandGr.transform.position;
Instantiate(Resources.Load(temp.itemName), gp, Quaternion.identity);//no 2 prefabs same name
GameObject cloned = GameObject.Find(temp.itemName + “(Clone)”);
cloned.transform.parent = HandGr.transform;
cloned.GetComponent().constraints = RigidbodyConstraints.FreezeAll;
DeleteFromInventory(temp.itemName, temp.firstCell);
bWeaponEquiped = true;
ItemClass ic = cloned.GetComponent();
ic.isEquiped = true;
}
}
else if (Input.GetMouseButtonUp(1))
{
Vector3 rp = new Vector3(Random.Range(-1.0F, 1.0F), 0, Random.Range(-1.0F, 1.0F));
GameObject plyr = GameObject.Find(“Player”);
Vector3 PlayerPos = plyr.transform.position;
Instantiate(Resources.Load(temp.itemName), PlayerPos + rp, Quaternion.identity);//no 2 prefabs same name
DeleteFromInventory(temp.itemName, temp.firstCell);
}
}
temp.drawn = true;
}
}
}
}
}
public int SlotsRemaining()
{
int count = 0;
for (int i = 0; i < charInventory.Length; i++)
{
if (charInventory*.occupiedCell != true)*
{
count++;
}
}
return count;
}
Vector2 RevertMousePosValue()
{
Vector2 mousePos =(Input.mousePosition);
Vector2 newMousePos;
newMousePos.x = mousePos.x;
newMousePos.y = -mousePos.y + Screen.height;
return newMousePos;
}
}