public void Refresh()
    {
        if (spellPattern.IsMaxed() || spellPattern.GetLevelValue() == 0)
        {
            spellNameText.text        = spellPattern.GetElementType().ToString();
            difficultyValueText.text  = spellPattern.GetDifficulty()[0];
            difficultyValueText.color = spellPattern.GetDifficultyColor()[0];
            valueTitleText.text       = spellPattern.GetSpellTypeUI() + ":";
            valueValueText.text       = spellPattern.GetTypeValueUI()[0];
            cooldownValueText.text    = spellPattern.GetCooldownUI()[0];
            levelText.text            = spellPattern.GetLevelUI()[0];

            buyOrMaxedUI.SetActive(true);
            updateUI.SetActive(false);
        }
        else
        {
            spellNameTextUpdate.text = spellPattern.GetElementType().ToString();

            string[] difficulties = spellPattern.GetDifficulty();
            difficultyValueTextActual.text = difficulties[0];
            difficultyValueTextNext.text   = difficulties[1];


            Color[] difficultyColors = spellPattern.GetDifficultyColor();
            difficultyValueTextActual.color = difficultyColors[0];
            difficultyValueTextNext.color   = difficultyColors[1];

            //Attack -> def?
            valueTitleTextUpdate.text = spellPattern.GetSpellTypeUI() + ":";

            string[] values = spellPattern.GetTypeValueUI();
            valueValueTextActual.text = values[0];
            valueValueTextNext.text   = values[1];

            string[] cooldowns = spellPattern.GetCooldownUI();
            cooldownValueTextActual.text = cooldowns[0];
            cooldownValueTextNext.text   = cooldowns[1];

            string[] levels = spellPattern.GetLevelUI();
            levelTextActual.text = levels[0];
            levelTextNext.text   = levels[1];

            buyOrMaxedUI.SetActive(false);
            updateUI.SetActive(true);
        }
    }
    public void RefreshData()
    {
        iconImage.sprite      = uiPattern.GetIcon();
        spellNameText.text    = uiPattern.GetElementType().ToString();
        requiredExpValue.text = uiPattern.GetRequiredExp();

        if (uiPattern.GetLevelValue() == 0)
        {
            buttonText.text = "Buy";
        }
        else if (uiPattern.IsMaxed())
        {
            button.gameObject.SetActive(false);
            //Exp and value set false too?
        }
        else
        {
            buttonText.text = "Update";
        }
    }