public Texture setCareerImg(C_Type career, string _faction)
    {
        // Set the Career image for the character all factions
        if (_faction == "US")
        {
            switch (career)
            {
            case Character.C_Type.InfantryMan:
                C_Image = CharacterManager.characterManager.USInf;
                break;

            case Character.C_Type.Para:
                C_Image = CharacterManager.characterManager.USPara;
                break;

            case Character.C_Type.Recon:
                C_Image = CharacterManager.characterManager.USRecon;
                break;

            case Character.C_Type.TankMan:
                C_Image = CharacterManager.characterManager.USTank;
                break;

            case Character.C_Type.Pilot:
                C_Image = CharacterManager.characterManager.USPilot;
                break;

            case Character.C_Type.General:
                C_Image = CharacterManager.characterManager.USGeneral;
                break;
            }
        }
        else if (_faction == "GERMANY")
        {
            switch (career)
            {
            case Character.C_Type.InfantryMan:
                C_Image = CharacterManager.characterManager.GERMInf;
                break;

            case Character.C_Type.Para:
                C_Image = CharacterManager.characterManager.GERMPara;
                break;

            case Character.C_Type.Recon:
                C_Image = CharacterManager.characterManager.GERMRecon;
                break;

            case Character.C_Type.TankMan:
                C_Image = CharacterManager.characterManager.GERMTank;
                break;

            case Character.C_Type.Pilot:
                C_Image = CharacterManager.characterManager.GERMPilot;
                break;

            case Character.C_Type.General:
                C_Image = CharacterManager.characterManager.GERMGeneral;
                break;
            }
        }
        else if (_faction == "SOVIET")
        {
            switch (career)
            {
            case Character.C_Type.InfantryMan:
                C_Image = CharacterManager.characterManager.SOVInf;
                break;

            case Character.C_Type.Para:
                C_Image = CharacterManager.characterManager.SOVPara;
                break;

            case Character.C_Type.Recon:
                C_Image = CharacterManager.characterManager.SOVRecon;
                break;

            case Character.C_Type.TankMan:
                C_Image = CharacterManager.characterManager.SOVTank;
                break;

            case Character.C_Type.Pilot:
                C_Image = CharacterManager.characterManager.SOVPilot;
                break;

            case Character.C_Type.General:
                C_Image = CharacterManager.characterManager.SOVGeneral;
                break;
            }
        }
        //UIUpdate ();
        CharacterManager.characterManager.DisplayCharacter(_faction);
        return(C_Image);
    }
    // switch carreer
    public void SwitchCareer(string _faction, string _newCareer, bool _gold)
    {
        if (_gold == true)
        {
            if (GameControl.control.CheckCurrency(GameControl.control.Gold, CostAndPrices.CAP.CareerUpdateGold) == false)
            {
                return;
            }
            GameControl.control.Gold -= CostAndPrices.CAP.CareerUpdateGold;
        }
        else
        {
            if (GameControl.control.CheckCurrency(GameControl.control.Credits, CostAndPrices.CAP.CareerUpdateCred) == false)
            {
                return;
            }
            GameControl.control.Credits -= CostAndPrices.CAP.CareerUpdateCred;
        }

        C_Type current = Type;

        if (current == C_Type.InfantryMan)
        {
            FactionManager.control.Factions [_faction].TotalOwnedCharInf -= 1;
        }
        else if (current == C_Type.Para)
        {
            FactionManager.control.Factions [_faction].TotalOwnedCharPar -= 1;
        }
        else if (current == C_Type.Recon)
        {
            FactionManager.control.Factions [_faction].TotalOwnedCharRec -= 1;
        }
        else if (current == C_Type.TankMan)
        {
            FactionManager.control.Factions [_faction].TotalOwnedCharTan -= 1;
        }
        else if (current == C_Type.Pilot)
        {
            FactionManager.control.Factions [_faction].TotalOwnedCharPil -= 1;
        }

        if (_faction == "US")
        {
            Debug.Log("switch career usa " + _newCareer);
            if (_newCareer == "Infantry")
            {
                Type = C_Type.InfantryMan;
                FactionManager.control.Factions [_faction].TotalOwnedCharInf += 1;
                setCareerImg(Type, _faction);
            }
            else if (_newCareer == "Para")
            {
                Type = C_Type.Para;
                FactionManager.control.Factions [_faction].TotalOwnedCharPar += 1;
                setCareerImg(Type, _faction);
            }
            else if (_newCareer == "Recon")
            {
                Type = C_Type.Recon;
                FactionManager.control.Factions [_faction].TotalOwnedCharRec += 1;
                setCareerImg(Type, _faction);
            }
            else if (_newCareer == "TankMan")
            {
                Type = C_Type.TankMan;
                FactionManager.control.Factions [_faction].TotalOwnedCharTan += 1;
                setCareerImg(Type, _faction);
            }
            else if (_newCareer == "Pilot")
            {
                Type = C_Type.Pilot;
                FactionManager.control.Factions [_faction].TotalOwnedCharPil += 1;
                setCareerImg(Type, _faction);
            }
        }
        else if (_faction == "GERMANY")
        {
            Debug.Log("switch career Germany " + _newCareer);
            if (_newCareer == "Infantry")
            {
                Type = C_Type.InfantryMan;
                setCareerImg(Type, _faction);
            }
            else if (_newCareer == "Para")
            {
                Type = C_Type.Para;
                setCareerImg(Type, _faction);
            }
            else if (_newCareer == "Recon")
            {
                Type = C_Type.Recon;
                setCareerImg(Type, _faction);
            }
            else if (_newCareer == "TankMan")
            {
                Type = C_Type.TankMan;
                setCareerImg(Type, _faction);
            }
            else if (_newCareer == "Pilot")
            {
                Type = C_Type.Pilot;
                setCareerImg(Type, _faction);
            }
        }
        else if (_faction == "SOVIET")
        {
            Debug.Log("switch career Soviet " + _newCareer);
            if (_newCareer == "Infantry")
            {
                Type = C_Type.InfantryMan;
                setCareerImg(Type, _faction);
            }
            else if (_newCareer == "Para")
            {
                Type = C_Type.Para;
                setCareerImg(Type, _faction);
            }
            else if (_newCareer == "Recon")
            {
                Type = C_Type.Recon;
                setCareerImg(Type, _faction);
            }
            else if (_newCareer == "TankMan")
            {
                Type = C_Type.TankMan;
                setCareerImg(Type, _faction);
            }
            else if (_newCareer == "Pilot")
            {
                Type = C_Type.Pilot;
                setCareerImg(Type, _faction);
            }
        }

        //CharacterManager.characterManager.DisplayCharacter (_faction);
        //UIUpdate ();
        CharacterManager.characterManager.ShowChar(this.CharPanel, this, this.Faction.ToString());
        //CharacterManager.characterManager.DisplayCharacter (_faction);
    }