internal void Equip(int index) { DeactivateWeaopns(); canfire = true; canSwitch = true; activeWeapon = weapons[index]; activeWeapon.Equip(); for (int i = 0; i < weapons.Length; i++) { weapons[i].gameObject.SetActive(true); } if (weapons[index].name == "Sword") { swordIcon.SetActive(true); gunIcon.SetActive(false); } if (weapons[index].name == "Hand Gun") { gunIcon.SetActive(true); swordIcon.SetActive(false); } Reload reloader = weapons[index].GetComponent <Reload>(); int amountInInventory = reloader.roundsRemainingInInventory; int amountInClip = reloader.roundsRemainingInClip; ammoUI.text.text = string.Format("{0}/{1}", amountInClip, amountInInventory); }