public void CollectWeaponUpgrade()
    {
        if (!upgraded)
        {
            int         upgradeChoice = Random.Range(0, 3);
            UpgradeType upgradeType;

            if (upgradeChoice == 0)
            {
                upgradeType = UpgradeType.NUM_PROJECTILES;
            }
            else if (upgradeChoice == 1)
            {
                upgradeType = UpgradeType.BIGGER_PROJECTILES;
            }
            else
            {
                upgradeType = UpgradeType.FIRE;
            }


            gameState.WeaponUpgradeCollected(upgradeType);

            GameObject  textPopup    = Instantiate(textPopupComponent, transform.position + new Vector3(0.5f, 0.5f, 0), Quaternion.identity);
            DamagePopup textPopupObj = textPopup.GetComponent <DamagePopup>();
            textPopupObj.SetupVendingMachineUpgrade(upgradeType);
            audioSource.PlayOneShot(audioClip, 0.50f);

            upgraded = true;
        }
    }