// Use this for initialization
    void Start()
    {
        objectPooler  = ObjectPooler.instance;
        weaponInsList = new GameObject[weaponPrefabList.Length];

        for (int i = weaponPrefabList.Length - 1; i >= 0; i--)
        {
            GameObject prefabWeapon       = weaponPrefabList[i];
            Weapon     prefabWeaponScript = prefabWeapon.GetComponent <Weapon>();
            if (prefabWeapon != null)
            {
                objectPooler.AddPool(prefabWeaponScript.projectilePrefab, prefabWeaponScript.projectilePrefab.name, prefabWeaponScript.clipSize);

                EquipWeapon(prefabWeapon);
                weaponInsList[i] = weaponIns;
                weaponIns.gameObject.SetActive(false);
            }
        }

        currentWeaponIndex = 0;
        weaponInsList[currentWeaponIndex].SetActive(true);
    }