/// <summary>
    /// Function to make to control of movement and resizing operations also to change the selected element.
    /// Should be called in Update() of Monobehavior always that menu will be displayed
    /// </summary>
    public override void Update()
    {
        int before = menuIndex.Get();

        base.Update();

        if (before != menuIndex.Get())
        {
            selectedImage = new BlinkTexture(abilities[menuIndex.Get()].texture, blinkControl);
        }

        selectedImage.Update();

        if (adjustToSquare)
        {
            menuArea.AdjustToSquare();
        }
    }
    public override void Update()
    {
        int before = menuIndex.Get();

        base.Update();
        if (menuIndex.Get() >= abilities.Count)
        {
            if (before == 0)
            {
                menuIndex.Set(abilities.Count - 1);
            }
            else
            {
                menuIndex.Set(0);
            }
        }

        if (before != menuIndex.Get())
        {
            selectedImage = new BlinkTexture(abilities[menuIndex.Get()].texture, blinkControl);
        }
        selectedImage.Update();
    }
    public override void Update()
    {
        int before = menuIndex.Get();

        base.Update();

        if (before != menuIndex.Get())
        {
            if (elements.Count > 0)
            {
                selectedImage = new BlinkTexture(elements[menuIndex.Get()].texture, blinkControl);
            }
        }

        selectedImage.Update();
        elementImage.AdjustToSquare();
    }
    /// <summary>
    /// Function to make to control of movement and resizing operations also to change the selected element.
    /// Should be called in Update() of Monobehavior always that menu will be displayed
    /// </summary>
    public void Update(int selectedWeapon)
    {
        if (uiManager.mode != UIManager.Mode.PAUSED)
        {
            menuArea.centerPosition = gameManager.getCurrentCamera().GetTargetPosition();
        }

        int before = menuIndex.Get();

        base.Update();

        if (before != menuIndex.Get())
        {
            selectedImage = new BlinkTexture(weapons.GetWeapon((Commandments.Weapon)menuIndex.Get()).elementActivated, blinkControl);
        }

        selectedImage.Update();
    }
 public void Update()
 {
     base.Update();
     selectedBorderBlinked.Update();
 }