[SOLVED] Multigrid Inventory

I’ve been trying to create a multigrid inventory. So far, it works if I try to insert a 1x1 item. However, I’m trying to figure the syntax in order to implement my logic. I know I need to check if the slots on the X axis and the Y axis are free, but I’m having trouble doing that. All my slots have a Slot.cs script inside them, with proper initialization, so, all of them have the correct values inside.

Edit: I’m using Grid Layout Group on my panel and setting the constraintCount to match the columns.

Inventory.cs

void Start () {

        slotPanel.GetComponent<GridLayoutGroup> ().constraintCount = colunas;
        if (maxSize % colunas == 0) {
            linhas = maxSize / colunas;
        } else {
            linhas = (maxSize / colunas) + 1;
        }

        for (int x = 0; x < linhas; x++) {
            for (int y = 0; y < colunas; y++) {
                var slots = Instantiate (slotPrefab);
                slots.transform.SetParent (slotPanel.transform);
                slots.GetComponent<Slot> ().x = x;
                slots.GetComponent<Slot> ().y = y;
                slots.GetComponent<Slot> ().isEmpty = true;
                slotList.Add (slots);
                slots.name = x.ToString () + " , " + y.ToString ();
                if (slotList.Count == maxSize) break;
      
            }
        }
          
    }

...
public bool hasSpace(GameObject item){


        var itemReference = item.GetComponent<Item> ();
        print ("ItemVolume: " + itemReference.volume);
        for (int i = 0; i < slotList.Count; i++) {
            int volume = 0;
            Slot slot = slotList [i].GetComponent<Slot> ();
            if (slot.isEmpty) {
                if (itemReference.x == 1 && itemReference.y == 1) {
                    AddItem (item, slot);
                    return true;
                } else {

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