void UpdateSlotGUI()
    {
        //add unique info about what will happen on upgrade
        switch (upgradeType)
        {
        case E_UPGRADE.PER_CLICK: { txt_upgradeInfo.text = Global.GetSeparatedNumber(UpgradeInfos.GetNextUpgradeValue(upgradeType)) + "/click"; } break;

        case E_UPGRADE.PER_SEC: { txt_upgradeInfo.text = Global.GetSeparatedNumber(UpgradeInfos.GetNextUpgradeValue(upgradeType)) + "/sec"; } break;

        case E_UPGRADE.BONUS_PER_CLICK: { txt_upgradeInfo.text = "X" + Global.GetSeparatedNumber(UpgradeInfos.GetNextUpgradeValue(upgradeType)) + "/click"; } break;

        case E_UPGRADE.BONUS_PER_SEC: { txt_upgradeInfo.text = "X" + Global.GetSeparatedNumber(UpgradeInfos.GetNextUpgradeValue(upgradeType)) + "/sec"; } break;

        case E_UPGRADE.BONUS_STUN: { txt_upgradeInfo.text = "Sloth stunned for " + Global.GetSeparatedNumber(UpgradeInfos.GetNextUpgradeValue(upgradeType)) + " sec"; } break;
        }
        //add text info about level of upgrade
        txt_upgradeLvl.text = "LVL:" + UpgradeInfos.lvlsDictionary[upgradeType];
        //set text for price
        txt_upgradePrice.text = Global.GetSeparatedNumber(UpgradeInfos.GetUpgradeCost(upgradeType));
    }