public override void OnInspectorGUI()
    {
        if (!skin)
        {
            skin = Resources.Load("skin") as GUISkin;
        }
        GUI.skin = skin;

        vCollectableMelee collectableWeapon = (vCollectableMelee)target;

        GUILayout.BeginVertical("Collectable Weapon by Invector", "window");

        EditorGUILayout.Space();
        EditorGUILayout.Space();
        EditorGUILayout.Space();
        EditorGUILayout.Space();

        if (collectableWeapon.gameObject.layer == 0)
        {
            EditorGUILayout.HelpBox("Please assign the Layer to Ignore Raycast", MessageType.Warning);
        }

        EditorGUILayout.BeginVertical();

        base.OnInspectorGUI();

        //EditorGUILayout.HelpBox("You can create weapon handles (empty gameobject) for each weapon inside the RightHand or LeftForeArm bones.", MessageType.Info);
        GUILayout.EndVertical();
        EditorGUILayout.EndVertical();

        EditorGUILayout.Space();
        EditorGUILayout.Space();
    }
    public void SetLeftWeaponHandler(vCollectableMelee weapon)
    {
        if (!changeWeapon)
        {
            changeWeapon = true;
            Transform handler = null;

            if (leftArmHandler != null && weapon != null)
            {
                handler = leftArmHandler.FindChild(weapon.handler);
            }
            if (handler == null && leftHandHandler != null && weapon != null)
            {
                handler = leftHandHandler.FindChild(weapon.handler);
            }

            if (weapon == null)
            {
                changeWeapon = false;
                return;
            }
            if (handler)
            {
                DropLeftWeapon();
                weapon.transform.position = handler.position;
                weapon.transform.rotation = handler.rotation;
                weapon.transform.parent   = handler;
                weapon.EnableMeleeItem();
                SetLeftMeleeWeapon(handler);
            }
            else
            {
                changeWeapon = false;
                Debug.LogWarning("Missing " + weapon.name + " handler, please create and assign one at the MeleeWeaponManager");
            }
        }
    }