private void Awake()
    {
        _baseTransform = transform.Find("Base");

        if (spriteRenderer != null)
        {
            _tintMaterial = spriteRenderer.material;
        }


        if (_shieldCollier != null && GetShield() > 0)
        {
            _shieldCollier.enabled = true;
        }

        if (_collider != null)
        {
            _collider.enabled = GetShield() <= 0;
        }

        _healthLevel = GameDataController.GetPlayerHealthLevel();
        _shieldArmor = GameDataController.GetPlayerShieldArmor();
        SetHealthLevel(_healthLevel);
        SetEquippedShieldArmor(_shieldArmor);
    }
    public void SetEquippedShieldArmor(ShieldArmor shieldArmor)
    {
        this._shieldArmor = shieldArmor;

        switch (shieldArmor)
        {
        case ShieldArmor.None:
            _shield.Value = 0;
            break;

        case ShieldArmor.Tier_1:
            _shield.Value = SHIELD_AMOUNT_PER_SEGMENT;
            break;

        case ShieldArmor.Tier_2:
            _shield.Value = SHIELD_AMOUNT_PER_SEGMENT * 2;
            break;

        case ShieldArmor.Tier_3:
            _shield.Value = SHIELD_AMOUNT_PER_SEGMENT * 3;
            break;

        case ShieldArmor.Tier_4:
            _shield.Value = SHIELD_AMOUNT_PER_SEGMENT * 4;
            break;
        }
    }