public void UnlockUpgrade(int upgradeNumber)
    {
        switch (upgradeNumber)
        {
        case (0):
            controllableLockOnUpgrade();
            playerUpgrades.LoadUpgrades();
            break;

        case (1):
            controllableDistanceUpgrade();
            playerUpgrades.LoadUpgrades();
            break;

        case (2):
            RicochetTrajectoryUpgrade();
            playerUpgrades.LoadUpgrades();
            break;

        case (3):
            WeaponCooldownUpgrade();
            playerUpgrades.LoadUpgrades();
            break;
        }
    }
    public void UnlockUpgrade(int upgradeNumber)
    {
        switch (upgradeNumber)
        {
        case (0):
            FocusAbilityUpgrade();
            playerUpgrades.LoadUpgrades();
            break;

        case (1):
            GravityAbilityDurationImprove();
            playerUpgrades.LoadUpgrades();
            break;

        case (2):
            GravityAbilityUpgrade();
            playerUpgrades.LoadUpgrades();
            break;

        case (3):
            abilityRechargeRateImprove();
            playerUpgrades.LoadUpgrades();
            break;

        case (4):
            NoMovementCostUpgrade();
            playerUpgrades.LoadUpgrades();
            break;

        case (5):
            HealthRegenUpgrade();
            playerUpgrades.LoadUpgrades();
            break;

        case (6):
            HealthOnHeadshotUpgrade();
            playerUpgrades.LoadUpgrades();
            break;
        }
    }