public void ChangingWeapon(int WeaponSlots)
    {
        if (InventoryManagement.Instance.GetFPSWeaponByID(States.AvaliableWeapons [WeaponSlots]) == null)
        {
            return;
        }
        if (Weapon != null)
        {
            Destroy(Weapon.gameObject);
        }

        States.CurrentWeaponID = States.AvaliableWeapons [WeaponSlots];
        GameObject go = GameObject.Instantiate(InventoryManagement.Instance.GetFPSWeaponByID(States.CurrentWeaponID), Camera.main.transform);

        Weapon = go.GetComponent <InventoryBasement> ();
        if (States.Weapons.ContainsKey(States.CurrentWeaponID))
        {
            Weapon.dev.Property = States.Weapons [States.CurrentWeaponID];
        }
        else
        {
            States.Weapons.Add(States.CurrentWeaponID, Weapon.dev.Property);
        }

        Weapon.User = this;
        ClientManager.Instance.ChangingWeaponRequest(WeaponSlots);
        //TODO 告诉服务器切换武器
    }
    public void ChangingWeapon(int WeaponSlots)
    {
        Debug.Log("Changing!");
        if (Gun != null)
        {
            Destroy(Gun.gameObject);
        }

        States.CurrentWeaponID = States.AvaliableWeapons [WeaponSlots];
        GameObject go = GameObject.Instantiate(InventoryManagement.Instance.GetTPSWeaponByID(States.CurrentWeaponID), Hand);

        Gun           = go.GetComponent <InventoryBasement> ();
        CurrentWeapon = Gun.dev;
        Gun.User      = this;
    }