public void Load(Entity.ShootingComponentData aShootingComponentData)
 {
     myShootingComponent = aShootingComponentData;
     if (myShootingComponent.myWeaponType != null && myShootingComponent.myWeaponType != "")
     {
         if (myWeaponTypes.GetDropDown().Items.Contains(myShootingComponent.myWeaponType) == false)
         {
             return;
         }
         for (int i = 0; i < myWeaponTypes.GetDropDown().Items.Count; ++i)
         {
             if (myShootingComponent.myWeaponType == (string)myWeaponTypes.GetDropDown().Items[i])
             {
                 myWeaponTypes.GetDropDown().SelectedIndex = i;
                 myWeaponData = myLoadedWeapons[i];
                 break;
             }
         }
         LoadSettings();
     }
     myHasLoadedComponent = true;
 }
 public void Load(Entity.ShootingComponentData aShootingComponentData)
 {
     myShootingComponent = aShootingComponentData;
     if (myShootingComponent.myWeaponType != null && myShootingComponent.myWeaponType != "")
     {
         if (myWeaponTypes.GetDropDown().Items.Contains(myShootingComponent.myWeaponType) == false) return;
         for (int i = 0; i < myWeaponTypes.GetDropDown().Items.Count; ++i)
         {
             if (myShootingComponent.myWeaponType == (string)myWeaponTypes.GetDropDown().Items[i])
             {
                 myWeaponTypes.GetDropDown().SelectedIndex = i;
                 myWeaponData = myLoadedWeapons[i];
                 break;
             }
         }
         LoadSettings();
     }
     myHasLoadedComponent = true;
 }