/// <summary>
    /// To Do : Update Weapon User Interface
    /// </summary>
    public void UpdateWeaponGraphic()
    {
        weapon = character.GetEquippedWeapon().GetItemTier();
        switch (weapon)
        {
        case Item.ItemTiers.None:
            weaponObj.SetActive(false);
            break;

        case Item.ItemTiers.Common:
            weaponObj.SetActive(true);
            weaponIcon.color = Color.gray;
            break;

        case Item.ItemTiers.Rare:
            weaponObj.SetActive(true);
            weaponIcon.color = myBlue;
            break;

        case Item.ItemTiers.Epic:
            weaponObj.SetActive(true);
            weaponIcon.color = myPurple;
            break;

        case Item.ItemTiers.Legendary:
            weaponObj.SetActive(true);
            weaponIcon.color = myOrange;
            break;
        }
    }
    public void UpdateHelmetGraphic()
    {
        helmet = character.GetEquippedHelmet().GetItemTier();
        {
            switch (helmet)
            {
            case Item.ItemTiers.None:
                helmetObj.gameObject.SetActive(false);
                break;

            case Item.ItemTiers.Common:
                helmetObj.gameObject.SetActive(true);
                helmetUi.color = Color.gray;
                break;

            case Item.ItemTiers.Rare:
                helmetObj.gameObject.SetActive(true);
                helmetUi.color = myBlue;
                break;

            case Item.ItemTiers.Epic:
                helmetObj.gameObject.SetActive(true);
                helmetUi.color = myPurple;
                break;

            case Item.ItemTiers.Legendary:
                helmetObj.gameObject.SetActive(true);
                helmetUi.color = myOrange;
                break;
            }
        }
    }
    public void UpdateShieldSegments()
    {
        bodyArmor = character.GetEquippedArmor().GetItemTier();
        switch (bodyArmor)
        {
        case Item.ItemTiers.None:
            for (int i = 0; i < shieldObjs.Count; i++)
            {
                shieldObjs[i].SetActive(false);
            }
            ArmorObj.gameObject.SetActive(false);
            break;

        case Item.ItemTiers.Common:
            for (int i = 0; i < shieldObjs.Count; i++)
            {
                if (i < 2)
                {
                    shieldObjs[i].SetActive(true);
                    shields[i].color = Color.white;
                }
                else
                {
                    shieldObjs[i].SetActive(false);
                }
            }
            ArmorObj.gameObject.SetActive(true);
            armorUi.color = Color.grey;
            break;

        case Item.ItemTiers.Rare:
            for (int i = 0; i < shields.Count; i++)
            {
                if (i < 3)
                {
                    shieldObjs[i].SetActive(true);
                    shields[i].color = myBlue;
                }
                else
                {
                    shieldObjs[i].SetActive(false);
                }
                ArmorObj.gameObject.SetActive(true);
                armorUi.color = myBlue;
            }
            break;

        case Item.ItemTiers.Epic:
            for (int i = 0; i < shieldObjs.Count; i++)
            {
                shieldObjs[i].SetActive(true);
                shields[i].color = myPurple;
            }
            ArmorObj.gameObject.SetActive(true);
            armorUi.color = myPurple;
            break;

        case Item.ItemTiers.Legendary:
            for (int i = 0; i < shieldObjs.Count; i++)
            {
                shieldObjs[i].SetActive(true);
                shields[i].color = myOrange;
            }
            ArmorObj.gameObject.SetActive(true);
            armorUi.color = myOrange;
            break;
        }
    }