public void AddWeaponDeployer(PhysicsWeaponDeployer deployer)
        {
            WeaponDeployers.Add(deployer);
            WeaponPower = ActiveWeaponDeployer.PowerValue;
            currentDeployerIndex = WeaponDeployers.Count - 1;

            if (WeaponDeployerAdded != null)
                WeaponDeployerAdded();
            if (WeaponPowerChanged != null)
                WeaponPowerChanged();
        }
        public void RemoveWeaponDeployer(PhysicsWeaponDeployer deployer)
        {
            var deletedIndex = WeaponDeployers.IndexOf(deployer);
            if (currentDeployerIndex >= deletedIndex)
                SwitchWeapon(-1);

            if (currentDeployerIndex > 0)
                WeaponPower = ActiveWeaponDeployer.PowerValue;
            WeaponDeployers.Remove(deployer);

            if (WeaponDeployerRemoved != null)
                WeaponDeployerRemoved();
        }