// Use this for initialization
    void Awake()
    {
        //No action currently used
        m_ActionCurrentlyUsed = false;

        //Get the main script
        m_Ship = GetComponent <Ship>();

        m_ShipViewPoint = GetComponent <ShipViewPoint>();

        int number = -1;

        //If they are Equipment equipt in the Equipment Array, then we linked it to this script
        foreach (GameObject go in m_EquipmentArray)
        {
            if (go != null)
            {
                if (go.GetComponent <EquipmentShip>())
                {
                    m_EquipmentShip = go.GetComponent <EquipmentShip>();
                    m_EquipmentShip.m_ShipEquipmentBehavior = this;
                    number++;
                    m_EquipmentShip.m_ActionNumber = number;
                }
            }
        }
    }
    public void StopUsingAnyAction()
    {
        m_ActionCurrentlyUsed = false;

        foreach (GameObject go in m_EquipmentArray)
        {
            if (go != null)
            {
                m_EquipmentShip = go.GetComponent <EquipmentShip>();
                m_EquipmentShip.StopUsing();
            }
        }
    }
    public void StopUsingAnyAction()
    {
        m_ActionCurrentlyUsed = false;

        foreach(GameObject go in m_EquipmentArray)
        {
            if(go!=null)
            {
                m_EquipmentShip = go.GetComponent<EquipmentShip>();
                m_EquipmentShip.StopUsing();
            }
        }
    }
    void ChangeTheActionCurrentlyUsed(int number)
    {
        if (m_EquipmentShip != m_EquipmentArray[number].GetComponent <EquipmentShip>())
        {
            //We stop other action
            StopUsingAnyAction();
            m_EquipmentShip = m_EquipmentArray[number].GetComponent <EquipmentShip>();
        }
        //Let's do the action, aim first, use after
        m_EquipmentShip.EquipmentManager();

        //We currently use an action
        m_ActionCurrentlyUsed = true;
    }
    // Use this for initialization
    void Awake()
    {
        //No action currently used
        m_ActionCurrentlyUsed = false;

        //Get the main script
        m_Ship = GetComponent<Ship>();

        m_ShipViewPoint = GetComponent<ShipViewPoint>();

        int number = -1;

        //If they are Equipment equipt in the Equipment Array, then we linked it to this script
        foreach (GameObject go in m_EquipmentArray)
        {
            if (go != null)
            {
                if(go.GetComponent<EquipmentShip>())
                {
                    m_EquipmentShip = go.GetComponent<EquipmentShip>();
                    m_EquipmentShip.m_ShipEquipmentBehavior = this;
                    number++;
                    m_EquipmentShip.m_ActionNumber = number;
                }
            }
        }
    }
    void ChangeTheActionCurrentlyUsed(int number)
    {
        if(m_EquipmentShip!= m_EquipmentArray[number].GetComponent<EquipmentShip>())
        {
            //We stop other action
            StopUsingAnyAction();
            m_EquipmentShip = m_EquipmentArray[number].GetComponent<EquipmentShip>();
        }
        //Let's do the action, aim first, use after
        m_EquipmentShip.EquipmentManager();

        //We currently use an action
        m_ActionCurrentlyUsed = true;
    }