private void switchMoodHeadSprite(ENUM_TitoMood mood)
    {
        switch (mood)
        {
        case ENUM_TitoMood.HAPPY:
            _titoHead.GetComponent <SpriteRenderer>().sprite = _happy;
            _headIcon.sprite = _happy;
            break;

        case ENUM_TitoMood.SAD:
            _titoHead.GetComponent <SpriteRenderer>().sprite = _sad;
            _headIcon.sprite = _sad;
            break;

        case ENUM_TitoMood.SUPERHAPPY:
            _titoHead.GetComponent <SpriteRenderer>().sprite = _superHappy;
            _headIcon.sprite = _superHappy;
            break;

        case ENUM_TitoMood.NORMAL:
            _titoHead.GetComponent <SpriteRenderer>().sprite = _normal;
            _headIcon.sprite = _normal;
            break;
        }
    }
    private void switchMoodAnimation(ENUM_TitoMood mood)
    {
        switch (mood)
        {
        case ENUM_TitoMood.HAPPY:
            _animator.Play(Animator.StringToHash(HAPPY_ANIMATION), -1, 0f);
            break;

        case ENUM_TitoMood.SAD:
            _animator.Play(Animator.StringToHash(SAD_ANIMATION), -1, 0f);
            break;

        case ENUM_TitoMood.SUPERHAPPY:
            _animator.Play(Animator.StringToHash(SUPER_HAPPY_ANIMATION), -1, 0f);
            break;

        case ENUM_TitoMood.NORMAL:
            _animator.Play(Animator.StringToHash(NORMAL_ANIMATION), -1, 0f);
            break;
        }
    }
    private void setMood()
    {
        if (_moodlevel <= 100 && _moodlevel > 75)
        {
            _mood = ENUM_TitoMood.SUPERHAPPY;
        }
        else if (_moodlevel <= 75 && _moodlevel > 50)
        {
            _mood = ENUM_TitoMood.HAPPY;
        }
        else if (_moodlevel <= 50 && _moodlevel > 25)
        {
            _mood = ENUM_TitoMood.NORMAL;
        }
        else if (_moodlevel <= 25 && _moodlevel >= 0)
        {
            _mood = ENUM_TitoMood.SAD;
        }

        setMaxNumberOfLives();
        switchMoodHeadSprite(_mood);
        switchMoodAnimation(_mood);
        updateMoodBar();
    }