public void setEquipment(Equipment[] eq)
    {
        equipment = eq;
        RectTransform rt = GetComponent <RectTransform> ();

        float scale          = 0.88f;
        float eqDetailWidth  = 81f * scale;
        float eqDetailHeight = 61f * scale;
        float offsetStartX   = -rt.rect.width / 2f + eqDetailWidth / 2f;
        float offsetStartY   = rt.rect.height / 2f - eqDetailHeight / 2f;
        float offsetX        = offsetStartX;
        float offsetY        = offsetStartY;

        eqInRow = (int)Mathf.Floor(rt.rect.width / eqDetailWidth);
        List <InterfaceEquipmentTile> list = new List <InterfaceEquipmentTile>();

        for (int i = 0; i < equipment.Length; i++)
        {
            InterfaceEquipmentTile equipmentTile    = null;
            GameObject             equipmentElement = Instantiate(equipmentDetailsPrefab, transform.position, transform.rotation, transform);

            equipmentElement.transform.localPosition = new Vector3(offsetX, offsetY, equipmentElement.transform.position.z);
            equipmentElement.transform.localScale    = new Vector3(scale, scale, scale);
            equipmentTile = equipmentElement.GetComponent <InterfaceEquipmentTile>();
            equipmentTile.setEquipment(equipment[i]);
            equipmentTile.index = i + 1;
            //equipmentTile.master = this;

            offsetX += eqDetailWidth;
            if ((i + 1) % eqInRow == 0)
            {
                offsetX  = offsetStartX;
                offsetY -= eqDetailHeight;
            }

            list.Add(equipmentTile);
        }
        equipmentTiles = list.ToArray();
    }
    public void setEquipment(Equipment[] eq)
    {
        for (int i = 0; i < equipmentTilesGameObjects.Length; i++)
        {
            Destroy(equipmentTilesGameObjects[i]);
        }

        for (int i = 0; i < equipmentTiles.Length; i++)
        {
            equipmentTiles[i].remove();
        }

        List <Equipment> newEquipmentList        = new List <Equipment>();
        List <InterfaceEquipmentTile> tileList   = new List <InterfaceEquipmentTile>();
        List <GameObject>             tileGOList = new List <GameObject>();

        for (int i = 0; i < eq.Length; i++)
        {
            if (eq[i].isInoperative() == false)
            {
                GameObject             equipmentElement = (GameObject)Instantiate(equipmentTilePrefab, equipmentTilesHolder.transform.position, equipmentTilesHolder.transform.rotation, equipmentTilesHolder.transform);
                InterfaceEquipmentTile equipmentTile    = equipmentElement.GetComponent <InterfaceEquipmentTile>();
                equipmentTile.setEquipment(eq[i]);
                equipmentTile.setIndex(i + 1);
                equipmentTile.setMaster(this);

                newEquipmentList.Add(eq[i]);
                tileGOList.Add(equipmentElement);
                tileList.Add(equipmentTile);
            }
        }
        equipment                 = newEquipmentList.ToArray();
        equipmentTiles            = tileList.ToArray();
        equipmentTilesGameObjects = tileGOList.ToArray();

        drawEquipment();
    }