public void UpdateGadget(EquipableGadget _gadget)
 {
     m_currentGadget = _gadget.PF;
     if (m_currentGadget == null)
     {
         print("No gadget equiped!");
     }
 }
    private IEnumerator Start()
    {
        yield return(new WaitForEndOfFrame());

        foreach (EquipableGadget _gadget in m_gadgets)
        {
            _gadget?.gameObject.SetActive(false);
        }
        m_equipedWeapon = m_gadgets[m_gadgetIndex];
        m_equipedWeapon.gameObject.SetActive(true);
        onGadgetChanged.Invoke(m_gadgets[m_gadgetIndex]);
    }
    public void SwitchWeapon()
    {
        m_gadgetIndex += m_inputValue;

        m_gadgetIndex %= m_gadgets.Count;
        if (m_gadgetIndex < 0)
        {
            m_gadgetIndex = m_gadgets.Count - 1;
        }
        m_equipedWeapon.gameObject.SetActive(false);

        m_equipedWeapon = m_gadgets[m_gadgetIndex];
        m_equipedWeapon.gameObject.SetActive(true);
        onGadgetChanged.Invoke(m_gadgets[m_gadgetIndex]);
    }
 public void AddWeapon(EquipableGadget _gadget)
 {
     m_gadgets.Add(_gadget);
 }