/// <summary>
    /// Sets the equipped items.
    /// </summary>
    /// <param name="unit">Unit.</param>
    public void SetEquippedItems(Unit unit)
    {
        _inventorySlots = unit.GetInventorySlots();

        // Delete existing slot image (if exists) before adding new one.
        // TODO: Clearly, this is terrible. Come up with better solution.
        ClearAllSlotImages();
        ClearAttributeText();

        // Iterate over weapons/armor and add
        foreach (Item item in _inventorySlots.GetInventorySlots().Values)
        {
            SetAllAttributesText(item);

            GameObject slotPanel = GetPanelBySlot(item.SlotType).transform.Find("Slot").gameObject;

            RectTransform rectTransform = (RectTransform)slotPanel.transform;
            float         height        = rectTransform.rect.height;
            float         width         = rectTransform.rect.width;

            // Create slot images
            SlotImageCanvas.InstantiateInstance(
                slotImageCanvasPrefab,
                item,
                slotPanel,
                toolTipPanel,
                toolTipPanelSecondary,
                width,
                height
                );
        }
    }