private void TryUnequip(bool grip)
    {
        if (grip)
        {
            handEquipState = EquippedState.unequipped;
        }

        else
        {
            thisSwordController.DeactivatePower();
        }
    }
    public void HandActivated(bool gripped)
    {
        //if (gripped)
        //{
        //    handEquipState = EquippedState.shield;

        //    //ritorno perchè lo stato scudo è prioritario
        //    return;
        //}

        if (handEquipState == EquippedState.unequipped)
        {
            if (oppositeHand.handEquipState == EquippedState.bow)
            {
                if (TryPullBow(gripped))
                {
                    return;
                }
            }

            //if in sword-zone equip sword
            if (currentEquipZone == EquipZoneType.sword)
            {
                handEquipState    = EquippedState.sword;
                currentlyEquipped = swordPrefab;
                currentlyEquipped.SetActive(true);

                thisSwordController = thisControllerModel.gameObject.GetComponent <Sword>();
                thisSwordController.ActivatePower();
                if (thisControllerModel)
                {
                    thisControllerModel.SetActive(false);
                }
            }

            //in bow zone equib bow
            if (currentEquipZone == EquipZoneType.bow)
            {
                handEquipState    = EquippedState.bow;
                currentlyEquipped = bowPrefab;
                currentlyEquipped.SetActive(true);


                if (thisControllerModel)
                {
                    thisControllerModel.SetActive(false);
                }
            }
        }
    }
 void Start()
 {
     handEquipState = EquippedState.unequipped;
     swordPrefab.SetActive(false);
     bowPrefab.SetActive(false);
 }