void LoadItemFromSlot()
        {
            if (curEqSlot == null)
            {
                return;
            }

            if (string.IsNullOrEmpty(curEqSlot.icon.id))
            {
                curEqSlot.icon.id = "unarmed";
            }

            ResourcesManager rm = ResourcesManager.singleton;

            eq_left.slotName.text = curEqSlot.slotName;

            switch (curEqSlot.slotType)
            {
            case EqSlotType.weapons:
                LoadWeaponItem(rm);
                break;

            case EqSlotType.arrows:
                break;

            case EqSlotType.bolts:
                break;

            case EqSlotType.equipment:
                break;

            case EqSlotType.rings:
                break;

            case EqSlotType.covenant:
                break;

            case EqSlotType.consumables:
                LoadConsumableItem(rm);
                break;

            default:
                break;
            }
        }
        void LoadWeaponItem(ResourcesManager rm)
        {
            string      weaponId = curEqSlot.icon.id;
            WeaponStats stats    = rm.GetWeaponStats(weaponId);
            Item        item     = rm.GetItem(curEqSlot.icon.id, ItemType.weapon);

            eq_left.curItem.text = item.name_item;

            UpdateCenterOverlay(item);

            //Center
            weaponInfo.smallIcon.sprite    = item.icon;
            weaponInfo.itemName.text       = item.name_item;
            weaponInfo.weaponType.text     = stats.weaponType;
            weaponInfo.damageType.text     = stats.damageType;
            weaponInfo.skillName.text      = stats.skillName;
            weaponInfo.weight.text         = stats.weightCost.ToString();
            weaponInfo.durability_cur.text = stats.maxDurability.ToString();
            weaponInfo.durability_max.text = stats.maxDurability.ToString();

            c_overlay.skillName.text = stats.skillName;

            UpdateUIAttackDefenseElement(AttackDefenseType.physical, weaponInfo.ap_slots, stats.a_physical.ToString());
            UpdateUIAttackDefenseElement(AttackDefenseType.magic, weaponInfo.ap_slots, stats.a_magic.ToString());
            UpdateUIAttackDefenseElement(AttackDefenseType.fire, weaponInfo.ap_slots, stats.a_fire.ToString());
            UpdateUIAttackDefenseElement(AttackDefenseType.lightning, weaponInfo.ap_slots, stats.a_lightning.ToString());
            UpdateUIAttackDefenseElement(AttackDefenseType.dark, weaponInfo.ap_slots, stats.a_dark.ToString());
            UpdateUIAttackDefenseElement(AttackDefenseType.critical, weaponInfo.ap_slots, stats.critical.ToString());

            UpdateUIAttackDefenseElement(AttackDefenseType.frost, weaponInfo.a_effects, stats.a_frost.ToString(), true);
            UpdateUIAttackDefenseElement(AttackDefenseType.curse, weaponInfo.a_effects, stats.a_curse.ToString(), true);
            //UpdateUIAttackDefenseElement(AttackDefenseType.poison, weaponInfo.ap_slots, stats.poison.ToString());

            UpdateUIAttackDefenseElement(AttackDefenseType.physical, weaponInfo.g_absorb, stats.d_physical.ToString());
            UpdateUIAttackDefenseElement(AttackDefenseType.magic, weaponInfo.g_absorb, stats.d_magic.ToString());
            UpdateUIAttackDefenseElement(AttackDefenseType.fire, weaponInfo.g_absorb, stats.d_fire.ToString());
            UpdateUIAttackDefenseElement(AttackDefenseType.lightning, weaponInfo.g_absorb, stats.d_lightning.ToString());
            UpdateUIAttackDefenseElement(AttackDefenseType.dark, weaponInfo.g_absorb, stats.d_dark.ToString());
            UpdateUIAttackDefenseElement(AttackDefenseType.stability, weaponInfo.g_absorb, stats.stability.ToString());
        }