// Sets up all the player parameter and does the same with all its guns. public override void SetupEntity(int th, bool[] ag, GameManager gms, int id) { activeGuns = ag; gameManagerScript = gms; totalHealth = th; health = th; entityID = id; playerUIManagerScript.SetActiveGuns(ag); for (int i = 0; i < ag.GetLength(0); i++) { // Setup the gun. guns[i].GetComponent <Gun>().SetupGun(gms, this, playerUIManagerScript, i + 1); } }