// Update is called once per frame
    void Update()
    {
        WeaponSystem indexRef = gameObject.GetComponent <WeaponSystem>();

        currentWeapon = equippedWeapons[indexRef.weaponIndex];

        if (Physics.Raycast(Camera.main.transform.position, Camera.main.transform.forward, out interaction, interactionDistance))
        {
            if (Input.GetKeyDown(KeyCode.E) || Input.GetButtonDown("gUse"))
            {
                // IF we hit an object that is interactable
                if (interaction.collider.gameObject.layer == LayerMask.NameToLayer("Interactable"))
                {
                    string objName = interaction.transform.gameObject.name;

                    if (objName == "Altar")
                    {
                        Altar altrRef = interaction.collider.gameObject.GetComponent <Altar>();
                        Debug.Log(interaction.transform.name);
                        if (currentWeapon.blessedWeapon == false)
                        {
                            altrRef.BlessWeapon(currentWeapon);
                        }
                    }
                }
            }
        }
    }