void SwitchToCurrentWeapon() // Conectar con el controller //Conectado por otro lado { Hands = ObjectInHands.fire; OnSwichHandWeapon(Hands); for (int i = 0; i < WeaponsInInventory.Count; i++) { WeaponsInInventory[i].gameObject.SetActive(false); WeaponsInInventory[i].isReloading = false; WeaponsInInventory[i].fireLock = false; } //transform.Find(weapons[CurrenWeaponIndex].ToString()).gameObject.SetActive(true); WeaponbaseCurrent.OnSwich(); try { WeaponsInInventory[CurrenWeaponIndex].gameObject.SetActive(true); WeaponbaseCurrent = WeaponsInInventory[CurrenWeaponIndex].gameObject.GetComponent <WeaponBase>(); } catch { Debug.LogWarning("Un indice ha salido del rango, pero no afecta al sistema"); } WeaponbaseCurrent.AsingConfigurations(); Switch = false; }