//refresh all the weapon on top
    void RefreshWeaponUI()
    {
        //clear everything
        foreach (Tds_WeaponMenu vCurMenu in vGameManager.vWeaponMenuList)
        {
            UpdateWeaponMenu(vCurMenu, null);
        }

        int vcpt = 0;

        foreach (Tds_Weapons vCurWeapon in ListWeapons)
        {
            //get the right menu
            Tds_WeaponMenu vCurMenu = vGameManager.vWeaponMenuList [vcpt];

            //check if we are on the selected weapon
            if (vcpt == vCurWeapIndex)
            {
                vCurMenu.WepPanel.color = Color.yellow;
            }
            else
            {
                vCurMenu.WepPanel.color = Color.white;
            }

            //update the menu
            UpdateWeaponMenu(vCurMenu, vCurWeapon);

            //increase counter
            vcpt++;
        }
    }
    //update current weapon menu
    void UpdateWeaponMenu(Tds_WeaponMenu vCurMenu, Tds_Weapons vCurWeapon)
    {
        if (vCurWeapon != null)
        {
            //enable current menu
            vCurMenu.WepPanel.gameObject.SetActive(true);

            //weapon sprite
            vCurMenu.WeaponSprite.sprite = vCurWeapon.vWeaponIcon;

            //ammo text
            vCurMenu.AmmoValue.text = vCurWeapon.vAmmoCur.ToString() + " / " + vCurWeapon.vAmmoSize;

            //ammo text
            vCurMenu.AmmoValue.text = vCurWeapon.vAmmoCur.ToString() + " / " + vCurWeapon.vAmmoSize;

            //ammo bar % shown
            vCurMenu.AmmoBar.fillAmount = (float)vCurWeapon.vAmmoCur / (float)vCurWeapon.vAmmoSize;

            //check if it's reloading current weapon
            if (IsReloading && vCurWeapon == ListWeapons[vCurWeapIndex])
            {
                vCurMenu.ReloadImg.fillAmount = ((float)TimeToReload / 1f);
            }
            else if (!IsReloading && vCurWeapon.vAmmoCur == 0)
            {
                vCurMenu.ReloadImg.fillAmount = 1f;
            }
            else
            {
                vCurMenu.ReloadImg.fillAmount = 0f;
            }
        }
        else
        {
            //disable the whole menu if there is no weapon there
            vCurMenu.WepPanel.gameObject.SetActive(false);
        }
    }