void CreateWeaponCard(int index, bool specialCard)
    {
        BuyableCard cardCreated = CreateCard(index);

        List <Baloon> acquiredBaloon = gameController.GetAcquiredBaloon();
        int           baloonIndex    = Random.Range(0, acquiredBaloon.Count);
        Baloon        chosenBaloon   = acquiredBaloon[baloonIndex];

        if (specialCard)
        {
            cardCreated.SetCardStats("Weapon", chosenBaloon.GetName(), "BuyableCard/Weapon/" + chosenBaloon.GetName(), Random.Range(40, 50), "gold", 5000, specialCard);
        }
        else
        {
            cardCreated.SetCardStats("Weapon", chosenBaloon.GetName(), "BuyableCard/Weapon/" + chosenBaloon.GetName(), Random.Range(8, 20), "gold", 1000, specialCard);
        }
    }
    BuyableCard CreateCard(int index)
    {
        //CREA LA CARTA E LA AGGIUNGE ALL'ARRAY
        GameObject card = Instantiate(buyableCardPrefab, new Vector2(0, 0), Quaternion.identity);

        card.transform.SetParent(cardPanel.transform);
        BuyableCard cardComponent = card.GetComponent <BuyableCard>();

        AddCardToCardArray(cardComponent, index);
        //AGGIUSTA LA POSIZIONE E LO SCALE NEL CANVAS CHE SONO SBALLATE SE NO
        RectTransform transformComponent = card.GetComponent <RectTransform>();

        transformComponent.localScale       = new Vector3(1, 1, 1);
        transformComponent.anchoredPosition = new Vector2(-440 + index * 440, -50);

        return(cardComponent);
    }
 void AddCardToCardArray(BuyableCard component, int index)
 {
     buyableCards[index] = component;
 }