void ChangeWeapon(Guns weapon) { if (_inventory.HaveGun[(int)weapon]) { //Switch to the correct gun in the inventory switch (weapon) { case Guns.Knife: _inventory.CurrentGun = Guns.Knife; break; case Guns.Pistol: _inventory.CurrentGun = Guns.Pistol; break; case Guns.Shotgun: _inventory.CurrentGun = Guns.Shotgun; break; case Guns.Rifle: _inventory.CurrentGun = Guns.Rifle; break; case Guns.RocketLauncher: _inventory.CurrentGun = Guns.RocketLauncher; break; } //Change the bullet and fire rate _gunController.ChangeBullet(_inventory.AmmoPrefab[(int)weapon]); _gunController.ChangeTimer(_inventory.FireTimer[(int)weapon]); _gunController.ChangeAudioClip(_inventory.AudioClips[(int)weapon]); //Switch to the correct weapon mesh _currentGun.SetActive(false); _currentGun = _gunObjects[(int)weapon]; _currentGun.SetActive(true); UpdateAmmoText(); FindObjectOfType <AudioManager>().Play("ChangeWeapon"); } }