private void Collect(float amount)
 {
     _experience += amount;
     if (_currentWeaponIndex < allWeapons.Length - 1)
     {
         if (_experience >= experienceLevel[_currentWeaponIndex + 1])
         {
             _currentWeaponIndex++;
             _weaponController.SwitchWeapon(GetCurrentWeapon());
             OnLevelUp?.Invoke(_currentWeaponIndex);
         }
     }
     OnExperienceChange?.Invoke(_experience);
 }
 private void InvokeOnExperienceChange()
 {
     OnExperienceChange.Invoke(SavePlayer.Experience);
 }