private void SetAmmoIcon(BasePlayer.Ammo ammo)
    {
        switch (ammo)
        {
        case BasePlayer.Ammo.RedShell:
            bulletIcon.sprite = bulletIcons[0];
            break;

        case BasePlayer.Ammo.GreenShell:
            bulletIcon.sprite = bulletIcons[1];
            break;

        case BasePlayer.Ammo.BlueShell:
            bulletIcon.sprite = bulletIcons[2];
            break;

        case BasePlayer.Ammo.GoldShell:
            bulletIcon.sprite = bulletIcons[3];
            break;
        }
    }
    void Update()
    {
        if (Debug)
        {
            DebugUpdate();
        }



        if (!player.shotReady)
        {
            if (shootCooldownTimer < shootCooldownTime)
            {
                shootCooldownTimer      += Time.deltaTime;
                bulletOverlay.localScale = new Vector3(1, 1 - (shootCooldownTimer / shootCooldownTime), 1);
            }
            else
            {
                shootCooldownTimer = 0;
                player.shotReady   = true;
            }
        }

        if (player.skillsUpdated)
        {
            if (player.skillpoints[1] == SkillsController.LevelCutoff4)
            {
                spell1Icon.sprite = windIcons[3];
            }
            else if (player.skillpoints[1] >= SkillsController.LevelCutoff3)
            {
                spell1Icon.sprite = windIcons[2];
            }
            else if (player.skillpoints[1] >= SkillsController.LevelCutoff2)
            {
                spell1Icon.sprite = windIcons[1];
            }
            else if (player.skillpoints[1] >= SkillsController.LevelCutoff1)
            {
                spell1Icon.sprite = windIcons[0];
            }
            else
            {
                spell1Icon.sprite = disabledIcons[0];
            }

            if (player.skillpoints[2] == SkillsController.LevelCutoff4)
            {
                spell2Icon.sprite = iceIcons[3];
            }
            else if (player.skillpoints[2] >= SkillsController.LevelCutoff3)
            {
                spell2Icon.sprite = iceIcons[2];
            }
            else if (player.skillpoints[2] >= SkillsController.LevelCutoff2)
            {
                spell2Icon.sprite = iceIcons[1];
            }
            else if (player.skillpoints[2] >= SkillsController.LevelCutoff1)
            {
                spell2Icon.sprite = iceIcons[0];
            }
            else
            {
                spell2Icon.sprite = disabledIcons[1];
            }

            if (player.skillpoints[3] == SkillsController.LevelCutoff4)
            {
                spell3Icon.sprite = fireIcons[3];
            }
            else if (player.skillpoints[3] >= SkillsController.LevelCutoff3)
            {
                spell3Icon.sprite = fireIcons[2];
            }
            else if (player.skillpoints[3] >= SkillsController.LevelCutoff2)
            {
                spell3Icon.sprite = fireIcons[1];
            }
            else if (player.skillpoints[3] >= SkillsController.LevelCutoff1)
            {
                spell3Icon.sprite = fireIcons[0];
            }
            else
            {
                spell3Icon.sprite = disabledIcons[2];
            }
            player.skillsUpdated = false;
        }



        if (player.health != healthAmt)
        {
            SetHealth(player.health);
        }

        if (player.mana != manaAmt)
        {
            SetMana(player.mana);
        }

        if (skillIndex != player.spellIndex)
        {
            skillIndex = player.spellIndex;
            SetSlot(skillIndex);
        }

        if (player.currentAmmo != currentAmmo)
        {
            currentAmmo = player.currentAmmo;
            SetAmmoIcon(player.currentAmmo);
        }
        SetAmmoCount();
    }