private void PickUpThrowable(GameObject throwableToPickUp)
 {
     weaponBeingHeld        = throwableToPickUp.GetComponent <WeaponPickup>().GetWeapon();
     weaponBeforeChallenge  = weaponBeingHeld;
     shotSound              = weaponBeingHeld.GetShotSound();
     bulletTypeImage.sprite = weaponBeingHeld.GetBulletTypeImage();
     hatImage.sprite        = weaponBeingHeld.GetHatImage();
     hatAnimator.SetTrigger(RESET_HAT_TRIGGER);
     currentBulletManager = throwableToPickUp.GetComponent <BulletManager>();
     tipOfTheGun.transform.localPosition = weaponBeingHeld.GetGunTip().transform.localPosition;
     shootingPS = Instantiate(weaponBeingHeld.GetFiringParticleSystem(), tipOfTheGun.position, Quaternion.identity, transform);
     OnItemPickup(currentBulletManager.AvailableBulletsCount());
     isHoldingThrowable    = true;
     nextShotAvailable     = true;
     spriteRenderer.sprite = weaponBeingHeld.GetSprite();
 }
 public int GetRemainingBullets()
 {
     return(currentBulletManager.AvailableBulletsCount());
 }