public void ProcessDamage(int damage)
        {
            int damageToApply = damage * damageMultiplier;

            enemyMaster.CallEventEnemyDeductHealth(damageToApply);
            playerMaster.CallEventPlayerEarnsPoints(damage);
        }
        void UpgradeDamage(Transform temp)          //                          UPGRADE DAMAGE
        {
            Debug.Log("Accessed the upgrade");
            Transform item = GetComponent <Player_Inventory>().GetCurrentItem(temp);

            packedPunch = item.GetComponent <Gun_Ammo>().isPPUpgraded;
            if (!packedPunch)
            {
                item.GetComponent <Gun_ApplyDamage>().damage += 15;
                item.GetComponent <Gun_Ammo>().currentAmmo    = item.GetComponent <Gun_Ammo>().clipSize;
                item.GetComponent <Gun_Ammo>().isPPUpgraded   = true;
                item.GetChild(3).GetChild(1).GetComponent <Renderer>().material.color = new Color(0, 299, 200);
            }

            else
            {
                playerMaster.CallEventPlayerEarnsPoints(10000);
            }
        }