IEnumerator ActiveWeapon(GameObject p_goWeapon) { p_goWeapon.SetActive(true); myAnim.SetTrigger(TAKE_OUT); yield return(new WaitForSeconds(weaponSwapWaitTime)); goCurrentWeapon = p_goWeapon; RangedWeapon t_weapon = p_goWeapon.GetComponent <RangedWeapon>(); if (t_weapon != null && t_weapon.GetWeaponType() == WeaponType.RANGED) { if (t_weapon.GetWeaponName() != "Short Bow") // temp { goCrosshair.SetActive(true); } theCrosshair.SetGunAccuracy(t_weapon.GetAcuuracy()); HUDWeapon.instance.SetAmmoUI(t_weapon.GetCurAmmo(), t_weapon.GetMagazineMax(), t_weapon.GetTotalAmmo()); HUDWeapon.instance.SetWeaponName(t_weapon.GetWeaponName()); } goCurrentWeapon.GetComponent <Weapon>().SetActivate(true); }