/// <summary> /// Equip the 0th upgrade to the selected gun. /// </summary> /// <param name="gunType"></param> public void EquipTopUpgrade(int gunType) { IUpgrade upgrade = upgrades[0]; // Get the gun object and parent the upgrade to it. This actually doesn't really serve a point... but it may later upgrade.GetGameObject().transform.parent = GunManagement.instance.guns[(GunManagement.Guns)gunType].transform; upgrade.SetGun(GunManagement.instance.guns[(GunManagement.Guns)gunType].GetComponent <Pistol>()); upgrade.Equip(); // Remove the upgrade from our list upgrades.RemoveAt(0); PopulateUI(); }