public void PickupWeapon(int index) { // If I don't have weapon, pick it up if (!HasWeapon(index)) { if (characterMesh.activeSelf == false) { characterMesh.SetActive(true); } switchController.inventoryWeapons[index].locked = false; switchController.SwitchCurrentWeapon(index); // Otherwise increase ammo } else { UpdateAmmoPool(weapons[index].weaponPrefab.clipsize, index); } }