private void InitializeBuildingBooster()
    {
        base.InitializeRangedBuilding();
        m_turretInRangeList  = new List <GameObject>();
        m_currentBoosterMode = BoosterMode.BoostRange;

        m_currentBuildingBoosterLevel  = 0;
        m_maxBuildingBoosterLevelIndex = m_buildingBoosterUpgradesData.m_buildingBoosterUpgradeList.Count - 1;
        GetBoostValues(m_currentBuildingBoosterLevel);

        UpdateAndApplyEffectOnInRangeBuildings();
    }
    private void ChangeBoostMode(GameObject buildingReference, BoosterMode boostMode)
    {
        if (buildingReference == gameObject)
        {
            switch (boostMode)
            {
            case BoosterMode.BoostRange:
                m_currentBoosterMode = BoosterMode.BoostRange;
                break;

            case BoosterMode.BoostDamage:
                m_currentBoosterMode = BoosterMode.BoostDamage;
                break;

            case BoosterMode.BoostShootSpeed:
                m_currentBoosterMode = BoosterMode.BoostShootSpeed;
                break;

            case BoosterMode.BoostSlowPower:
                m_currentBoosterMode = BoosterMode.BoostSlowPower;
                break;

            case BoosterMode.BoostAOERange:
                m_currentBoosterMode = BoosterMode.BoostAOERange;
                break;

            case BoosterMode.BoostMoneyGeneration:
                m_currentBoosterMode = BoosterMode.BoostMoneyGeneration;
                break;

            default:
                break;
            }

            ApplyEffectOnInRangeBuildings();
        }
    }