public bool SetPart(WeaponPart newPart) { if (newPart != null && newPart.partType != slotType) { return(false); } if (part != null) { part.Unload(); } part = newPart; if (part != null) { part.Load(transform); } if (SceneManager.GetActiveScene().name == "WeaponCustomization") { UiWeaponStats.UpdateStats(); } return(true); }