public void SpawnWeapond(Vector2 pos)
    {
        GameObject     obj       = (GameObject)Instantiate(_WeapondObject, pos, Quaternion.identity);
        CGenericWeapon newWeapon = obj.GetComponent <CMiniMiniGun>();

        _WeapondList.Add(newWeapon);
    }
    public void addListWeapond(CGenericWeapon _object)
    {
        Debug.Log("Tomo una arma Armas");
        // _ListWeapond.Add(_object);
        CGenericWeapon Ref = _object;
        // _ListPlayGolder.Add(Ref);
        CGenericWeapon _weapond;

        _ListPlayGolder.Add(Ref);


        for (int i = 0; i <= _ListPlayGolder.Count - 1; i++)
        {
            Debug.Log(_ListPlayGolder[i].getNum());
            switch (_ListPlayGolder[i].getNum())
            {
            case 1:
                _weapond = Ref.GetComponent <CPistolM1911>();
                _ListWeapond.Add(_weapond);
                // PrintArrayArmas();
                break;

            case 2:
                _weapond = Ref.GetComponent <CRifleGarad>();
                break;

            case 3:
                _weapond = Ref.GetComponent <CMiniMiniGun>();
                Debug.Log("Tengo La Minigun");
                _ListWeapond.Add(_weapond);
                //PrintArrayArmas();
                break;

            case 4:
                _weapond = Ref.GetComponent <CPistolAcid>();
                _ListWeapond.Add(_weapond);
                break;

            case 5:
                _weapond = Ref.GetComponent <CShootGunHAMMER>();
                _ListWeapond.Add(_weapond);
                break;

            case 6:
                _weapond = Ref.GetComponent <CAirCannon>();
                _ListWeapond.Add(_weapond);
                break;

            case 7:
                _weapond = Ref.GetComponent <CSniperLaser>();
                _ListWeapond.Add(_weapond);
                break;

            case 8:
                _weapond = Ref.GetComponent <CFlameShoot>();
                _ListWeapond.Add(_weapond);
                break;

            /*
             * case 9:
             *   _weapond = Ref.GetComponent<CSmallSMG>();
             *   _ListWeapond.Add(_weapond);
             */
            default:
                Debug.Log("Esta arma no existe");
                break;
            }
            _ListPlayGolder.Clear();
            RemoveRepetido(_ListWeapond);
        }


        #region PrototypeLogic
        //PlayHolder lOGIC

        /*
         * for(int i=_PlayerWeapondList.Count - 1; i <=0;i--)
         * {
         * if(_PlayerWeapondList[i].GetName() == "Loop")
         * {
         *      switch (_PlayerWeapondList[i].getNum())
         *      {
         *          case 1:
         *
         *          break;
         *      }
         *
         * }
         * }*/
        /*
         *
         * for (int i = _ListWeapond.Count - 1; i <= 0; i--)
         * {
         *  _ListPlayGolder.Add(_ListWeapond[i]);
         *
         *
         *
         *  Debug.Log(_ListPlayGolder[i].name);
         * //   RemoveAndOrdenate(_ListWeapond);
         * }
         */

        /*
         *
         * for(int i = _ListWeapond.Count-1; i<=0;i--)
         * {
         *
         *  if(_ListWeapond[i].GetName() == "Loop")
         *  {
         *         for(i=_ListWeapondLoop.Count-1; i < 0; i--)
         *      {
         *          _ListWeapondLoop.Add(_ListWeapond[i]);
         *      }
         *      RemoveAndOrdenate(_ListWeapondLoop);
         *  }
         *  else if(_ListWeapond[i].GetName() == "Natalia")
         *  {
         *      for(i = _ListWeapondNatalia.Count - 1; i < 0; i--)
         *      {
         *          _ListWeapondNatalia.Add(_ListWeapond[i]);
         *      }
         *      RemoveAndOrdenate(_ListWeapondNatalia);
         *
         *  }
         *  _ListWeapond.Clear();
         */

        #endregion
    }