void OnTriggerStay(Collider col)
 {
     if (col.tag == "Weapon")
     {
         if (Input.GetButtonDown("Interact") && pickUpCooldown <= 0)
         {
             pickUpCooldown = 1f;
             invSystem.AddGunToList(col.GetComponent <Gun>());
             Destroy(col.gameObject);
         }
     }
 }
    void ChooseGun()
    {
        if (currentGun != null && gunEntity.currentAmmo > 0)
        {
            Debug.Log("here");
            invSystem.AddGunToList(gunEntity);
            Destroy(currentGun);
        }
        else if (currentGun != null && gunEntity.currentAmmo <= 0)
        {
            currentGun.transform.parent = null;
            currentGun.AddComponent <Rigidbody>().AddForce(-Vector3.up * 2f, ForceMode.Impulse);
            currentGun.AddComponent <BoxCollider>();
        }

        if (currentChoice < invSystem.gunList.Count - 1)
        {
            currentChoice++;
        }
        else
        {
            currentChoice = 0;
        }
        currentGun = invSystem.TakeWeaponFromInventory(currentChoice);
        currentGun.transform.parent   = transform.parent;
        currentGun.transform.position = transform.position;
        currentGun.transform.rotation = transform.rotation;
        currentGun.SetActive(true);

        GetGunReference(currentGun);
    }