public void SelectUpgrade(UPGRADE selected)
    {
        switch (selected)
        {
        case UPGRADE.DAMAGE:
            mAdditiveDamage += 5;
            break;

        case UPGRADE.FIRE_RATE:
            mFireRate += 0.1f;
            break;

        case UPGRADE.CRIT_RATE:
            mCritRate += 0.25f;
            break;

        case UPGRADE.DOUBLE_BULLET:
            mHasDoubleBullet = true;
            break;

        default:
            break;
        }

        StartCoroutine(DelayResumeGame());
    }
    //Call on scene load

    public static bool ApplyUpgrade(UPGRADE up)
    {
        bool Sucess = false;

        switch (up)
        {
        case UPGRADE.HEALTH:
            Sucess = ApplyHealth();
            break;

        case UPGRADE.DASH:
            Sucess = ApplyDash();
            break;

        case UPGRADE.DMG:
            Sucess = ApplyDMG();
            break;

        case UPGRADE.BOUNCY:
            Sucess = ApplyBounce();
            break;

        case UPGRADE.FIRERATE:
            Sucess = ApplyFireRate();
            break;

        case UPGRADE.MULTISHOT:
            Sucess = ApplyMultishot();
            break;

        default:
            Sucess = false;
            break;
        }

        PlayerPrefs.Save();
        return(Sucess);
    }
    public static int GetUpgradeCost(int p_upgrade)
    {
        UPGRADE upgrade    = (UPGRADE)p_upgrade;
        int     multiplier = 0;

        switch (upgrade)
        {
        case UPGRADE.HEALTH:
            multiplier = PlayerPrefs.GetInt(GlobalConfigs.HealthUpgrade);
            break;

        case UPGRADE.DASH:
            multiplier = PlayerPrefs.GetInt(GlobalConfigs.DashCooldownUpgrade);
            break;

        case UPGRADE.DMG:
            multiplier = PlayerPrefs.GetInt(GlobalConfigs.DamageUpgrade);
            break;

        case UPGRADE.BOUNCY:
            multiplier = PlayerPrefs.GetInt(GlobalConfigs.Bouncy);
            break;

        case UPGRADE.FIRERATE:
            multiplier = (int)PlayerPrefs.GetFloat(GlobalConfigs.FireRate);
            break;

        case UPGRADE.MULTISHOT:
            multiplier = PlayerPrefs.GetInt(GlobalConfigs.MultiShot);
            break;

        default:
            break;
        }

        return(5 + (multiplier * 5));
    }