As Andy has mentioned this is a little mystifying in that I'm not 100% certain what it is you're hoping to do... But, if what you're hoping to do is to have a system that will take objects from the array based on their slot (location in the array) then I am thinking that a hash-table might be a better use... At least for determining what integer value to use to determine what object you want.
How I'd do this would be to have the array that is the inventory... but having the hash-table being the "index."
It might be confusing but from what I have been able to tell, a hash-table is basically a listing of objects themselves with specific "indexes" whereas an array is more dynamic and isn't limited to just one kind of object.
This might also be do-able with an XML "chart" but I'm not yet skilled enough to say if this IS the way to go or not.
So, to start out, I'd probably have the hash-table set up with the listing of the objects... So, to help visualize it:
1: Bow
2: Sword
3: Bola
4: Health Potion
Each of these would be referencing the objects as a prefab by name so if you have them instantiated and they have that "(clone)" section added to it, you might benefit from finding a way to re-name it so as to remove the "(clone)" part of the name (everything I've found tells me that this "(clone)" is purely cosmetic and the engine doesn't need it there per-se... it's more for the user to know what's been instantiated and what's in the scene naturally... I could be wrong here so if anyone has better information on that aspect please toss in your two cents.)
So, when you click the button to "insert" an object, if it's a specific object (such as an interactive point that will "give" the player a "Sword") then you can then tell the system to check for the identifier of the sword, fetch the pertinent data from the hash table and use that data to insert into the array the object you want... in the case of "removing" an object, if it's a button that "take X from inventory" you can have it set with the int, it checks the value and then you use the value you've taken from the hash table to iterate through the array and find the object you want and then do what you need (in this case, removing it from the array and placing it in the scene somewhere.)
It might sound like it's making the process overly complicated but arrays are actually pretty quick (I've been putting together resources for some tutorials on ArrayMaker and I have found that it's fast enough on my computer that I don't notice any slowing down... and one of the systems I have has multiple arrays on each object and can have quite a lot of objects with those two arrays on them.)
Is this in any way helpful?