IEnumerator Start()
    {
        yield return(new WaitForEndOfFrame());

        yield return(new WaitForEndOfFrame());

        yield return(new WaitForEndOfFrame());

        yield return(new WaitForEndOfFrame());

        if (GetComponent <PlayerControl>())
        {
            updateUI.HighlightSlot(activeSlot);
            isPlayer = true;
        }
        else
        {
            isPlayer = false;
        }

        switchWeapon = GameObject.Find("Weapon").GetComponent <SwitchWeapon>();
    }
 void Update()
 {
     if (!updated && updateUI)
     {
         updateUI.HighlightSlot(activeSlot);
         updated = true;
     }
     if (weaponInventory.Count > 0 && done)
     { //If these buttons are smashed multiple guns can be spawned, implement a check to see if child count is greater than three and delete anything higher than that.
         if (one)
         {
             activeSlot = 0;
             activeSlot = Mathf.Clamp(activeSlot, 0, 4);
             if (weaponInventory[activeSlot].id == 15)
             {
                 switchWeapon.Switch(15);
             }
             else if (weaponInventory[activeSlot].name != "Fists")
             {
                 switchWeapon.Switch(weaponInventory[activeSlot].id);
             }
             else
             {
                 switchWeapon.Switch(100);
             }
             if (hasAuthority)
             {
                 if (isPlayer)
                 {
                     updateUI.HighlightSlot(activeSlot);
                 }
             }
             one = false;
         }
         if (two)
         {
             activeSlot = 1;
             activeSlot = Mathf.Clamp(activeSlot, 0, 4);
             if (weaponInventory[activeSlot].name != "Fists")
             {
                 switchWeapon.Switch(weaponInventory[activeSlot].id);
             }
             else
             {
                 switchWeapon.Switch(100);
             }
             if (hasAuthority)
             {
                 if (isPlayer)
                 {
                     updateUI.HighlightSlot(activeSlot);
                 }
             }
             two = false;
         }
         if (three)
         {
             activeSlot = 2;
             activeSlot = Mathf.Clamp(activeSlot, 0, 4);
             if (weaponInventory[activeSlot].name != "Fists")
             {
                 switchWeapon.Switch(weaponInventory[activeSlot].id);
             }
             else
             {
                 switchWeapon.Switch(100);
             }
             if (hasAuthority)
             {
                 if (isPlayer)
                 {
                     updateUI.HighlightSlot(activeSlot);
                 }
             }
             three = false;
         }
         if (four)
         {
             activeSlot = 3;
             activeSlot = Mathf.Clamp(activeSlot, 0, 4);
             if (weaponInventory[activeSlot].name != "Fists")
             {
                 switchWeapon.Switch(weaponInventory[activeSlot].id);
             }
             else
             {
                 switchWeapon.Switch(100);
             }
             if (hasAuthority)
             {
                 if (isPlayer)
                 {
                     updateUI.HighlightSlot(activeSlot);
                 }
             }
             four = false;
         }
         if (weaponInventory[activeSlot].name != "Fists")
         {
             weaponHeld = true;
         }
         else
         {
             weaponHeld = false;
         }
     }
 }