/// <summary>
    /// Starts to aims.
    /// </summary>
    /// <param name="aimsMode">The aims mode.</param>
    /// <param name="range">The range.</param>
    /// <param name="width">The width.</param>
    public void StartToAims(AimsMode aimsMode, float range, float width)
    {
        //Begin by reset all aims
        ResetAllAims();

        m_Ship.m_ShipEquipementBehavior.m_ShipAims.SetActive(false);

        switch(aimsMode)
        {
            case AimsMode.StraightShoot:
                m_StraightAims.transform.localScale = new Vector3(0.79f+(0.245f* range), m_StraightAims.transform.localScale.y,width);
                //m_StraightAims.SetActive(true);
                break;
        }
    }
    void FillEquipment(string name)
    {
        m_Level = TriDataBase.instance.m_WeaponDico[name].m_Level;
        m_LevelUp = TriDataBase.instance.m_WeaponDico[name].m_LevelUp;
        m_Login = TriDataBase.instance.m_WeaponDico[name].m_Name;
        m_Damage = TriDataBase.instance.m_WeaponDico[name].m_Damage;
        m_DamageUpgrade = TriDataBase.instance.m_WeaponDico[name].m_DamageUpgrade;
        m_Range = TriDataBase.instance.m_WeaponDico[name].m_Range;
        m_RangeUpgrade = TriDataBase.instance.m_WeaponDico[name].m_RangeUpgrade;
        m_Width = TriDataBase.instance.m_WeaponDico[name].m_Width;
        m_WidthUpgrade = TriDataBase.instance.m_WeaponDico[name].m_WidthUpgrade;
        m_Cooldown = TriDataBase.instance.m_WeaponDico[name].m_Cooldown;
        m_CooldownUpgrade = TriDataBase.instance.m_WeaponDico[name].m_CooldownUpgrade;
        m_ShootType = TriDataBase.instance.m_WeaponDico[name].m_ShootType;
        m_ShootTypeUpgrade = TriDataBase.instance.m_WeaponDico[name].m_ShootTypeUpgrade;
        m_Cost = TriDataBase.instance.m_WeaponDico[name].m_Cost;
        m_Grade = TriDataBase.instance.m_WeaponDico[name].m_Grade;
        m_Rank = TriDataBase.instance.m_WeaponDico[name].m_Rank;
        m_State1 = TriDataBase.instance.m_WeaponDico[name].m_State1;
        m_State2 = TriDataBase.instance.m_WeaponDico[name].m_State2;
        m_Description = TriDataBase.instance.m_WeaponDico[name].m_Description;
        m_Type = TriDataBase.instance.m_WeaponDico[name].m_Type;
        m_ShownName = TriDataBase.instance.m_WeaponDico[name].m_ShownName;

        UIManager.instance.InitializeActionBar(m_ActionNumber, m_Weapon);
        UIManager.instance.ActualizeAction(m_ActionNumber, 0,0);

        switch(m_ShootType)
        {
            case 1:
                m_AimsMode = AimsMode.Cone;
                break;

            case 2:
                m_AimsMode = AimsMode.StraightShoot;
                break;

            case 3:
                m_AimsMode = AimsMode.Aura;
                break;

            case 4:
                m_AimsMode = AimsMode.ThroughtShoot;
                break;

            case 5:
                m_AimsMode = AimsMode.Targeting;
                break;

            case 6:
                m_AimsMode = AimsMode.DistantArea;
                break;

            case 7:
                m_AimsMode = AimsMode.Spur;
                break;

            case 8:
                m_AimsMode = AimsMode.Specialist;
                break;

            case 9:
                m_AimsMode = AimsMode.Cone;
                break;
        }
    }