IEnumerator Reload(float wait) { inGameManager.isReloading = true; this.GetComponent <FaceoffPlayerHUD>().crossHairReloading(); reloadingModel = gunParent.GetChild(inGameManager.currentWeaponIndex).GetChild(0); // ANIMATION var animator = gunParent.GetChild(inGameManager.currentWeaponIndex).GetComponent <Animator>(); GunState gunState = gunParent.GetChild(inGameManager.currentWeaponIndex).GetComponent <GunState>(); if (animator != null) { animator.speed = 1.0f / wait; animator.Play("gun_reload", 0, 0); gunState.reloadSound(); } yield return(new WaitForSeconds(wait)); Gun gun = inGameManager.GetCurrentEquipment() as Gun; gunParent.GetChild(inGameManager.currentWeaponIndex).GetComponent <GunState>().ammoCount = gun.baseClipSize; pHud.AmmoChanged(gun.baseClipSize, gun.baseClipSize); inGameManager.isReloading = false; this.GetComponent <FaceoffPlayerHUD>().crossHairReloaded(); gunState.reloadStop(); }