void UpdateUnitInfo()
    {
        //if (currTargetGroup.Count == 0) return;
        if (targets.Count != 0 && currTargetGroup.Count != 0 && currTargetGroup[0] != null)
        {
            Health selHealth = currTargetGroup[0].GetComponent <Health>(); //!!!!!kanske använda det indexet som spellselected har, dvs visa health för den som kastar spellen!!!!!
            if (selHealth.unitSprite != null)
            {
                unitPortrait.sprite = selHealth.unitSprite;
            }
            else
            {
                unitPortrait.sprite = null;
            }

            currHealthText.text = selHealth.GetCurrHealth().ToString();
            maxHealthText.text  = "/" + selHealth.maxHealth.ToString();

            armorText.text = selHealth.armor.ToString();
            hpRegText.text = selHealth.healthRegAmount.ToString();

            armorTypeImage.sprite = damageHandler.GetArmorSprite(selHealth.armorType);

            if (currTargetGroup[0].GetComponent <AIBase>() != null)
            {
                AIBase selAIBase = currTargetGroup[0].GetComponent <AIBase>();
                minDamageText.text     = selAIBase.GetMinDamage().ToString();
                maxDamageText.text     = selAIBase.GetMaxDamage().ToString();
                damageTypeImage.sprite = damageHandler.GetDamageSprite(selAIBase.damageType);
            }
            else
            {
                minDamageText.text     = "N/A";
                maxDamageText.text     = "/" + "N/A";
                damageTypeImage.sprite = damageHandler.GetDefaultSprite();
            }

            UpdateSpellInfo();
        }
        else
        {
            currHealthText.text   = "N/A";
            maxHealthText.text    = " N/A";
            armorTypeImage.sprite = damageHandler.GetDefaultSprite();

            armorText.text = " N/A";
            hpRegText.text = " N/A";

            minDamageText.text     = "N/A";
            maxDamageText.text     = "/" + "N/A";
            damageTypeImage.sprite = damageHandler.GetDefaultSprite();
        }
    }