public void Update()
        {
            var boostedAttributes = new List <BoosterUpdateModule>();

            if (DamageTypes.Count >= 1)
            {
                boostedAttributes.Add(new BoosterUpdateModule(new BoostedAttributeTypeModule(BoostedAttributeTypeModule.DAMAGE), GetPercentage(BoostedAttributeType.DAMAGE), new List <BoosterTypeModule>())); //DamageTypes -> içerik yazıları için (ama küçük bir sorunu var)
            }
            if (ShieldTypes.Count >= 1)
            {
                boostedAttributes.Add(new BoosterUpdateModule(new BoostedAttributeTypeModule(BoostedAttributeTypeModule.SHIELD), GetPercentage(BoostedAttributeType.SHIELD), new List <BoosterTypeModule>())); //ShieldTypes -> içerik yazıları için (ama küçük bir sorunu var)
            }
            if (MaxHpTypes.Count >= 1)
            {
                boostedAttributes.Add(new BoosterUpdateModule(new BoostedAttributeTypeModule(BoostedAttributeTypeModule.MAXHP), GetPercentage(BoostedAttributeType.MAXHP), new List <BoosterTypeModule>())); //MaxHpTypes -> içerik yazıları için (ama küçük bir sorunu var)
            }
            Player.SendCommand(AttributeBoosterUpdateCommand.write(boostedAttributes));
            Player.SendCommand(AttributeHitpointUpdateCommand.write(Player.CurrentHitPoints, Player.MaxHitPoints));
            Player.SendCommand(AttributeShieldUpdateCommand.write(Player.CurrentShieldPoints, Player.MaxShieldPoints));
        }
        public void Update()
        {
            var boostedAttributes = new List <BoosterUpdateModule>();

            if (Boosters.ContainsKey((short)BoostedAttributeType.DAMAGE) && Boosters[(short)BoostedAttributeType.DAMAGE].Count >= 1)
            {
                boostedAttributes.Add(new BoosterUpdateModule(new BoostedAttributeTypeModule(BoostedAttributeTypeModule.DAMAGE), GetPercentage(BoostedAttributeType.DAMAGE), Boosters[(short)BoostedAttributeType.DAMAGE].Select(x => new BoosterTypeModule(x.Type)).ToList()));
            }
            if (Boosters.ContainsKey((short)BoostedAttributeType.SHIELD) && Boosters[(short)BoostedAttributeType.SHIELD].Count >= 1)
            {
                boostedAttributes.Add(new BoosterUpdateModule(new BoostedAttributeTypeModule(BoostedAttributeTypeModule.SHIELD), GetPercentage(BoostedAttributeType.SHIELD), Boosters[(short)BoostedAttributeType.SHIELD].Select(x => new BoosterTypeModule(x.Type)).ToList()));
            }
            if (Boosters.ContainsKey((short)BoostedAttributeType.MAXHP) && Boosters[(short)BoostedAttributeType.MAXHP].Count >= 1)
            {
                boostedAttributes.Add(new BoosterUpdateModule(new BoostedAttributeTypeModule(BoostedAttributeTypeModule.MAXHP), GetPercentage(BoostedAttributeType.MAXHP), Boosters[(short)BoostedAttributeType.MAXHP].Select(x => new BoosterTypeModule(x.Type)).ToList()));
            }
            if (Boosters.ContainsKey((short)BoostedAttributeType.REPAIR) && Boosters[(short)BoostedAttributeType.REPAIR].Count >= 1)
            {
                boostedAttributes.Add(new BoosterUpdateModule(new BoostedAttributeTypeModule(BoostedAttributeTypeModule.REPAIR), GetPercentage(BoostedAttributeType.REPAIR), Boosters[(short)BoostedAttributeType.REPAIR].Select(x => new BoosterTypeModule(x.Type)).ToList()));
            }
            if (Boosters.ContainsKey((short)BoostedAttributeType.HONOUR) && Boosters[(short)BoostedAttributeType.HONOUR].Count >= 1)
            {
                boostedAttributes.Add(new BoosterUpdateModule(new BoostedAttributeTypeModule(BoostedAttributeTypeModule.HONOUR), GetPercentage(BoostedAttributeType.HONOUR), Boosters[(short)BoostedAttributeType.HONOUR].Select(x => new BoosterTypeModule(x.Type)).ToList()));
            }
            if (Boosters.ContainsKey((short)BoostedAttributeType.EP) && Boosters[(short)BoostedAttributeType.EP].Count >= 1)
            {
                boostedAttributes.Add(new BoosterUpdateModule(new BoostedAttributeTypeModule(BoostedAttributeTypeModule.EP), GetPercentage(BoostedAttributeType.EP), Boosters[(short)BoostedAttributeType.EP].Select(x => new BoosterTypeModule(x.Type)).ToList()));
            }

            Player.SendCommand(AttributeBoosterUpdateCommand.write(boostedAttributes));
            Player.SendCommand(AttributeHitpointUpdateCommand.write(Player.CurrentHitPoints, Player.MaxHitPoints, Player.CurrentNanoHull, Player.MaxNanoHull));
            Player.SendCommand(AttributeShieldUpdateCommand.write(Player.CurrentShieldPoints, Player.MaxShieldPoints));

            //TODO dont need every time
            Player.SettingsManager.SendMenuBarsCommand();
        }