public void UpdateStatBlocks(String name)
    {
        switch (name)
        {
        case "Sub Weapon":
            SelectedSubWeapon = Resources.LoadAll <SubWeapon>(ResourcePaths.WeaponPath)
                                .FirstOrDefault(x => x.Name == SubWeapon.DropDown.GetComponentInChildren <Text>().text);

            if (SelectedSubWeapon == null)
            {
                SelectedSubWeapon = Resources.LoadAll <SubWeapon>(ResourcePaths.WeaponPath)[0];
                SubWeapon.DropDown.GetComponentInChildren <Text>().text = SelectedSubWeapon.Name;

                Debug.Log("auto-picked " + name + ".");
            }

            SubWeapon.Damage       = SelectedSubWeapon.BaseDamage;
            SubWeapon.Health       = SelectedSubWeapon.Health;
            SubWeapon.Element      = SelectedSubWeapon.Element;
            SubWeapon.ElementPower = SelectedSubWeapon.ElementPower;
            SubWeapon.UpdateUI();
            break;

        case "Left Weapon":

            SelectedLeftWeapon = Resources.LoadAll <MainWeapon>(ResourcePaths.WeaponPath)
                                 .FirstOrDefault(x => x.Name == LeftWeapon.DropDown.GetComponentInChildren <Text>().text);

            if (SelectedLeftWeapon == null)
            {
                SelectedLeftWeapon = Resources.LoadAll <MainWeapon>(ResourcePaths.WeaponPath)[0];
                LeftWeapon.DropDown.GetComponentInChildren <Text>().text = SelectedLeftWeapon.Name;

                Debug.Log("auto-picked " + name + ".");
            }

            LeftWeapon.Damage       = SelectedLeftWeapon.BaseDamage;
            LeftWeapon.Health       = SelectedLeftWeapon.Health;
            LeftWeapon.Element      = SelectedLeftWeapon.Element;
            LeftWeapon.ElementPower = SelectedLeftWeapon.ElementPower;
            LeftWeapon.UpdateUI();
            break;

        case "Right Weapon":

            SelectedRightWeapon = Resources.LoadAll <MainWeapon>(ResourcePaths.WeaponPath)
                                  .FirstOrDefault(x => x.Name == RightWeapon.DropDown.GetComponentInChildren <Text>().text);

            if (SelectedRightWeapon == null)
            {
                SelectedRightWeapon = Resources.LoadAll <MainWeapon>(ResourcePaths.WeaponPath)[0];
                RightWeapon.DropDown.GetComponentInChildren <Text>().text = SelectedRightWeapon.Name;

                Debug.Log("auto-picked " + name + ".");
            }

            RightWeapon.Damage       = SelectedRightWeapon.BaseDamage;
            RightWeapon.Health       = SelectedRightWeapon.Health;
            RightWeapon.Element      = SelectedRightWeapon.Element;
            RightWeapon.ElementPower = SelectedRightWeapon.ElementPower;
            RightWeapon.UpdateUI();
            break;

        case "Mod":

            SelectedMod = Resources.LoadAll <Mod>(ResourcePaths.ModPath)
                          .FirstOrDefault(x => x.Name == Mod.DropDown.GetComponentInChildren <Text>().text);

            if (SelectedMod == null)
            {
                SelectedMod = Resources.LoadAll <Mod>(ResourcePaths.ModPath)[0];
                Mod.DropDown.GetComponentInChildren <Text>().text = SelectedMod.Name;

                Debug.Log("auto-picked " + name + ".");
            }

            Mod.Health = SelectedMod.Health;
            Mod.UpdateUI();
            break;

        case "Armor":
            break;
        }
    }