/// <summary>
        /// Updates weapons currently in the game.
        /// </summary>
        /// <param name="elapsedTime"></param>
        public void Update(float elapsedTime)
        {
            _timer += elapsedTime;
            bool      spriteRemoved = false;
            Equipment equipment;
            Weapon    weapon;
            bool      attacking;
            bool      collisionCreated;


            foreach (Player player in _game.PlayerComponent.All)
            {
                equipment        = _equipmentComponent[player.EntityID];
                attacking        = _playerInfoComponent[player.EntityID].State == PlayerState.Attacking;
                weapon           = _weaponComponent[equipment.WeaponID];
                collisionCreated = _collisionComponent.Contains(equipment.WeaponID);

                //Handle sprites
                if (_weaponSpriteComponent.Contains(player.EntityID))
                {
                    //If the player has a weapon sprite update it
                    spriteRemoved = UpdateWeaponSprite(_weaponSpriteComponent[player.EntityID]);
                }
                else if (attacking)
                {
                    //Otherwise create a new sprite and sound.
                    _game.WeaponFactory.CreateWeaponSprite(equipment.WeaponID, equipment.EntityID);
                    PlayWeaponSound(equipment.WeaponID);
                }

                //Handle more weapon logic.
                if (attacking)
                {
                    if (weapon.AttackType == WeaponAttackType.Ranged)
                    {
                        _bulletTimer += elapsedTime;
                        if (_bulletTimer >= weapon.Speed)
                        {
                            CreateBulletAndSprite(equipment.EntityID, equipment.WeaponID);
                            _bulletTimer = 0;
                        }
                    }
                    else
                    {
                        if (collisionCreated)
                        {
                            UpdateWeaponCollision(equipment.EntityID, equipment.WeaponID);
                        }
                        else
                        {
                            CreateWeaponCollision(equipment.EntityID, equipment.WeaponID);
                        }
                    }
                }
                else if (collisionCreated) //Not attacking but the collision box is there.
                {
                    _collisionComponent.Remove(equipment.WeaponID);
                }
            }
        }