public void EnableGenericCollider() // enable the weapon's collider { //print("ATTACK PLAYER!!!"); if (wep_attack == null) { wep_attack = state.Weapon.GetComponent <WeaponAttack>(); } if (wep_attack == null) { Debug.LogError("WeaponManager.cs: There is no weapon attack found on the weapon. Please attach this behavior."); return; } wep_attack.Turn_On_Attack_Joint(); }