void EditWeaponType()
        {
            if(!_isWeaponTypeOldUpdated)
            {
                _tempWeaponTypeOld = new ISWeaponType (_tempWeaponType);
                _isWeaponTypeOldUpdated = true;
            }

            _tempWeaponType.Name = EditorGUILayout.TextField("Weapon Type Name", _tempWeaponType.Name);
        }
        void NullTempEntries()
        {
            _tempWeapon 					= null;
            _tempArmor						= null;
            _tempItem						= null;

            _tempQuality					= null;
            _tempQualityOld					= null;

            _tempWeaponType					= null;
            _tempWeaponTypeOld				= null;

            _tempAttackType					= null;
            _tempAttackTypeOld				= null;

            _tempArmorType					= null;
            _tempArmorTypeOld				= null;

            _tempArmorLocation				= null;
            _tempArmorLocationOld			= null;
        }
 void ListWeaponsTypes()
 {
     for(int i = 0; i < _weaponTypeDatabase.Count; i++)
     {
         if(GUILayout.Button(_weaponTypeDatabase.Get(i).Name, GUILayout.Width(_listViewButtonWidth), GUILayout.Height(_listViewButtonHeight)))
         {
             _selectedIndex = i;
             _tempWeaponType  = new ISWeaponType(_weaponTypeDatabase.Get(i));
             displayState = DisplayState.DisplayDatabaseEntry;
         }
     }
 }