// Use this for initialization
    void Start()
    {
        swordScript = GetComponent("PlayerShooter_Sword") as PlayerShooter_Sword;
        staffScript = GetComponent("PlayerShooter_Staff") as PlayerShooter_Staff;

        // TODO: The following logic is not very scalable.
        // An additional condition for each possible weapon-possession combination
        // is only feasible for this demo (in which there are only two weapons)
        if (hasSword == false || hasStaff == false)
        {
            currentWeapon = "none";
            weapons       = null;
        }
        else if (hasSword == true && hasStaff == false)
        {
            // Set the current weapon and the array of possessed weapons
            currentWeapon = "fireSword";
            weapons       = new string[] { "fireSword" };
            // Set the player sprite and its animation based on the weapon held
            GetComponent <SpriteRenderer>().sprite = (Sprite)Resources.Load <Sprite>("player_armed_sprite_01_512");
            Animator animator = GetComponent <Animator>();
            animator.runtimeAnimatorController = (RuntimeAnimatorController)Resources.Load <RuntimeAnimatorController>("player_armed_ANIMCTRL");
        }
        else if (hasStaff)           // in this case, if player has the staff he must have already obtained the sword
        // Set the current weapon and the array of possessed weapons
        {
            currentWeapon = "fireStaff";
            weapons       = new string[] { "fireSword", "fireStaff" };
            weaponIndex   = 1;
            // Set the player sprite and its animation based on the weapon held
            GetComponent <SpriteRenderer>().sprite = (Sprite)Resources.Load <Sprite>("player_staff_sprite_512");
            Animator animator = GetComponent <Animator>();
            animator.runtimeAnimatorController = (RuntimeAnimatorController)Resources.Load <RuntimeAnimatorController>("player_staff_ANIMCTRL");
        }
    }
 void Start()
 {
     swordShooter = GameObject.FindWithTag("Player").GetComponent("PlayerShooter_Sword") as PlayerShooter_Sword;
     if (swordShooter.enabled)
     {
         isSwordShot = true;
     }
     staffShooter = GameObject.FindWithTag("Player").GetComponent("PlayerShooter_Staff") as PlayerShooter_Staff;
     if (staffShooter.enabled)
     {
         isStaffShot = true;
     }
     lifeTimeFrames = (int)(lifeTime / Time.fixedDeltaTime);
 }