public void RpcObtainProjectile(int[] indexes)
    {
        Debug.Log("Obtaining projectiles");
        // We need to switch projectile if we don't have any projectile yet
        bool switchProjectile = _projectiles.Count == 0;

        foreach (int index in indexes)
        {
            if (_allProjectiles.Count > index)
            {
                _allProjectiles[index].InPossession = true;
                if (!_projectiles.Contains(_allProjectiles[index]))
                {
                    _projectiles.Add(_allProjectiles[index]);
                }
            }
        }

        // If the number of projectiles in possession is now superior to 0, and we previously had nothing, then we switch to the first projectile
        if (switchProjectile && _projectiles.Count > 0)
        {
            _selectedProjectileIndex = 0;
            _selectedProjectile      = _projectiles[_selectedProjectileIndex];
        }
    }
    public void RpcSwitchProjectile(int increment)
    {
        _selectedProjectileIndex += increment;

        if (_selectedProjectileIndex >= _projectiles.Count)
        {
            _selectedProjectileIndex = 0;
        }

        if (_selectedProjectileIndex <= -1)
        {
            _selectedProjectileIndex = _projectiles.Count - 1;
        }

        _selectedProjectile = _projectiles[_selectedProjectileIndex];

        if (_player.isLocalPlayer)
        {
            PlaySwitchProjectileSound();
        }
    }
    private void ReInitializeProjectiles()
    {
        _projectiles.Clear();
        foreach (EquippedProjectile projectile in _allProjectiles)
        {
            if (projectile.InPossession)
            {
                _projectiles.Add(projectile);
            }
        }

        if (_projectiles.Count > 0)
        {
            _selectedProjectileIndex = 0;
            _selectedProjectile      = _projectiles[_selectedProjectileIndex];
        }
        else
        {
            _selectedProjectileIndex = -1;
            _selectedProjectile      = null;
        }
    }