void CheckSwitching() { float inventoryLength = 0; for (int i = 0; i < toolInventory.Length; i++) { if (toolInventory[i] != null) { inventoryLength += 1; } } if (Input.GetButtonDown(switchGunUpButton)) { if (equippedItem + 1 < inventoryLength) { if (toolInventory[equippedItem + 1] != null) { equippedItem += 1; } } else { equippedItem = 0; } } if (Input.GetButtonDown(switchGunDownButton)) { if (equippedItem - 1 >= 0) { if (toolInventory[equippedItem - 1] != null) { equippedItem -= 1; } } else { equippedItem = (int)inventoryLength - 1; } } gunn = gun.GetComponent <Destructible2D.D2dGun>(); currentWeapon = toolInventory[equippedItem].GetComponent <StructHolder>(); anim.runtimeAnimatorController = currentWeapon.weaponData.animationController; }