void Start()
    {
        currentWeapon = DataHelper.DEFAULT_SELECTED_WEAPON_INDEX;
        lastSelected  = GameObject.FindGameObjectWithTag("defaultWeapon").GetComponent <Button_SwitchWeapon>();
        mngScript     = Weapons_PUs_Manager.Instance;

        spCntScript = GetComponent <StaticPlayerController>();
        dpCntScript = GetComponent <DynamicPlayerController>();
    }
    public void switchWeapons(Button_SwitchWeapon button, int weaponIndex)
    {
        //before switching

        //molotove and icebomb

        if (GetComponent <DynamicPlayerController>())
        {
            GetComponent <DynamicPlayerController>().EnableShooting();
            GetComponent <DynamicPlayerController>().ResetRotation();
        }
        if (GetComponent <StaticPlayerController>())
        {
            GetComponent <StaticPlayerController>().EnableShooting();
            GetComponent <StaticPlayerController>().ResetRotation();
        }

        if (currentWeapon == 6)
        {
            if (spCntScript)
            {
                spCntScript.manAnim.SetBool("bottle_idle", false);
            }
            if (dpCntScript)
            {
                dpCntScript.manAnim.SetBool("bottle_idle", false);
            }
        }
        else if (currentWeapon == 7)
        {
            if (spCntScript)
            {
                spCntScript.manAnim.SetBool("bomb_idle", false);
            }
            if (dpCntScript)
            {
                dpCntScript.manAnim.SetBool("bomb_idle", false);
            }
        }
        else
        {
            if (spCntScript)
            {
                spCntScript.manAnim.SetBool(DataHelper.WEAPONS_NAMES[currentWeapon] + "_idle", false);
            }
            if (dpCntScript)
            {
                dpCntScript.manAnim.SetBool(DataHelper.WEAPONS_NAMES[currentWeapon] + "_idle", false);
            }
        }
        //after switching
        if (currentWeapon != weaponIndex)
        {
            if (dpCntScript)
            {
                dpCntScript.EnableShooting();
            }
            // if(spCntScript)
            //   spCntScript.EnableShooting();
        }

        currentWeapon = weaponIndex;

        if (lastSelected)
        {
            lastSelected.UnhighlightButton();
        }
        lastSelected = button;
        //reloading = false;
        CancelInvoke("endReloading");
    }