Switching Weapons and RELOAD animation

I am working on an FPS game and everthing is working just fine but whenever i want to switch between the two Weapons, the previous weapon (or the hidden weapon, you name it) is basiclly not working anymore no matter what i do.

For example: when i press the “2” key and the rifle is equipped and it’s reload animation is playing it switches to my sidearm but when I switch back to the rifle it simply stuck and wont shoot or reload any more. I hope that it was clear.

In the Hierarchy panel it is set like this:

FPSController

FirstPersonCharacter (Which is the camera)

EmptyGameObject with the weapon script (Parented to the FirstPersonCharacter )

WeaponModel With animations (this is a child of the EmptyGameObject)

This the Weapon Script:

var ReloadSound : AudioSource; //reload audio source
var DrySound : AudioSource; //empty magazine audio source
var FireModeSound : AudioSource; //fire mode switching audio source
var Shell : GameObject; // bullet shelll 3d object
var ShellSpawn : Transform; // where the bullet shelll is going to be instantiated from
public var ShootAnim : Animation; // the shooting animation
public var ReloadAnim : Animation; // the reload animation (magazine is not empty)
var ReloadEmptyAnim :Animation; // the reload animation (magazine is empty)
public var IdleAnim : Animation; // the idle animation
public var canShoot : boolean = true; // can the player shoot?
public var canReload : boolean = false; // can the player reload?
public var canAim : boolean = true; // can the player aim down sights?

var clip = 30; // number of bullets in the magazine
var ammoLeft = 400; // maximum ammo you can carry 
var TimeBetweenShots : float = 0.08; // controlls the fire rate
var timestamp : float;

var Effect : Transform; // the effect that will be displayed at the bullet's hit position (like: bullet holes, blood, etc..)
var TheDammage = 10; // the damage of a single bullet hit
var AimSound : AudioSource; //aim audio source 

var maxBulletSpreadAngle : float = 1.5f; // the bullet spread angle
public var IsAiming : boolean = false; // is the player aiming?

var MagazineDisplay : UnityEngine.UI.Text; // mag HUD
var AmmoLeftDisplay : UnityEngine.UI.Text; // Ammo left HUD

//Muzzle Flash Variables
var MuzzleFlash : Renderer; // muzzle flash texture
var MuzzleLight : Light; // point light

var SmokePuff : GameObject; // smoke particle
var SmokeSpawn : Transform; // position of the smoke particle

public var FireSound : AudioClip; // audio file of a single shot
var SoundSpawn: AudioSource; // audio source for the FireSound file

var FullAuto : boolean = true; // boolean checking for full auto or semi auto

var IsReloading : boolean = false; // is the player reloading?
var finishReload : boolean = false; // player finished reloading?


function Start () {

MuzzleFlash.enabled = false; // disable the muzzle flash texture on start
MuzzleLight.enabled = false; // disable the point light on start

SoundSpawn = GetComponent.<AudioSource>();
}

function Update () {
   
   var hit : RaycastHit;
	var ray : Ray = Camera.main.ScreenPointToRay(Vector3(Screen.width*2, Screen.height*2, 0));
   
   var fireDirection : Vector3 = transform.forward;
   
   var fireRotation : Quaternion = Quaternion.LookRotation(fireDirection);
   
   var randomRotation : Quaternion = Random.rotation;
   
   fireRotation = Quaternion.RotateTowards(fireRotation,randomRotation,Random.Range(0.0f,maxBulletSpreadAngle));
   
   
   if(Input.GetButton("Fire1") && clip > 0 && Time.time >= timestamp && canShoot == true && FullAuto == true){
       SoundSpawn.PlayOneShot(FireSound, 0.7F);
       clip -= 1;
       Fire();
if (Physics.Raycast (transform.position,fireRotation*Vector3.forward, hit, 100))
		{
			Debug.DrawLine (transform.position, hit.point, Color.green);
			var particleClone = Instantiate(Effect, hit.point, Quaternion.LookRotation(hit.normal));
			Destroy(particleClone.gameObject, 2);
			hit.transform.SendMessage("ApplyDammage", TheDammage, SendMessageOptions.DontRequireReceiver);

		}
	}


   if(Input.GetButtonDown("Reload") && clip != 0 && ammoLeft != 0 && canReload == true && IsReloading == false ){
       canAim = false;
       canShoot = false;
       Reload();
 }     
   

   if(clip == 0 && ammoLeft > 0 && IsReloading == false){
      ReloadSound.Play();
      ReloadEmptyAnim.Play("reload_empty");
      canAim = false;
      canShoot = false;
      AutoReload();


   }
      
   if(clip != 30 && ammoLeft != 0){
    canReload = true;
    
   }
      

   if(Input.GetButton("Fire1") && clip == 0 && ammoLeft == 0 && !ReloadAnim.IsPlaying("reload")){
      DryGun();
    }


if(Input.GetButtonDown("FireMode") && FullAuto == true){
   
   FullAuto = false;
   FireModeSound.Play();
   
      }else if(Input.GetButtonDown("FireMode") && FullAuto == false){
   FullAuto = true;
   FireModeSound.Play();   
      }
      
      
      if(Input.GetButtonDown("Fire1") && clip > 0 && Time.time >= timestamp && canShoot == true && FullAuto == false){
       SoundSpawn.PlayOneShot(FireSound, 0.7F);
       clip -= 1;
       Fire();
if (Physics.Raycast (transform.position,fireRotation*Vector3.forward, hit, 100))
		{
			Debug.DrawLine (transform.position, hit.point, Color.green);
			particleClone = Instantiate(Effect, hit.point, Quaternion.LookRotation(hit.normal));
			Destroy(particleClone.gameObject, 2);
			hit.transform.SendMessage("ApplyDammage", TheDammage, SendMessageOptions.DontRequireReceiver);
		}
	}


MagazineDisplay.text = "" + clip;{
AmmoLeftDisplay.text = " /" + ammoLeft;
}


 if (hit.collider.tag == "EnemyHead");{
			TheDammage = TheDammage*2;
			}
 

 }

                                                                                                                                                                                                        
function Fire() {


timestamp = Time.time + TimeBetweenShots;
 ShootAnim.Play("shoot");
         if(ShootAnim.IsPlaying("shoot"))
        ShootAnim.Rewind("shoot");

}         

function Reload() {

IsReloading = true;

canAim = false;

canReload = true;

ReloadAnim.Play("reload_full");

ReloadSound.Play();
   
yield WaitForSeconds(3.7);

var totalAmmo = clip + ammoLeft;
      if(totalAmmo <= 30){
          clip = totalAmmo;
          ammoLeft = 0;
      }else{
          var shotsFired = 30 - clip;
          clip = 30;
          ammoLeft -= shotsFired;
      }

canShoot = true;             

canReload = false;

canAim = true;

IsReloading = false;

finishReload = true;

yield WaitForSeconds(0.1);

finishReload = false;
}


function AutoReload() {

yield WaitForSeconds(0.3);

IsReloading = true;

canAim = false;

canReload = false;

ReloadAnim.Play("reload");

ReloadSound.Play();
   
yield WaitForSeconds(2.9);

 totalAmmo = clip + ammoLeft;
      if(totalAmmo <= 30){
          clip = totalAmmo;
          ammoLeft = 0;
      }else{
           shotsFired = 30 - clip;
          clip = 30;
          ammoLeft -= shotsFired;
      }

canReload = false;

canShoot = true;             

canAim = true;

IsReloading = false;

finishReload = true;

yield WaitForSeconds(0.1);

finishReload = false;

}

function DryGun(){

DrySound.Play();

}

This is the switch script: (this script is attached to the camera)

var primary : GameObject; //the first weapon gameobject
var secondary : GameObject; // the second weapon gameobject
var knife : GameObject; // knife game object
var reloadAnim : Animation;
var KnifeAttackAnim : Animation;
var QuickStab : boolean = true;




function Start () {

Cursor.LockState = true;
primary.SetActive(true);
secondary.SetActive(false); 
knife.SetActive(false); 

}

function Update () {


if(Input.GetButtonDown("Primary")){ // The Button Primary In the parenthesis is set to number "1" on the keyboard
    primary.SetActive(true);
    secondary.SetActive(false);
    knife.SetActive(false);




}

if(Input.GetButtonDown("Secondary")){ // The Button Secondary In the parenthesis is set to number "2" on the keyboard
    primary.SetActive(false);
    secondary.SetActive(true);
    knife.SetActive(false);




}

if(Input.GetButtonDown("Knife")){ // The Button "Knife" In the parenthesis is set to number "1" on the keyboard
      primary.SetActive(false);
    secondary.SetActive(false);
    knife.SetActive(true);

}

if(Input.GetButtonDown("QuickKnife") && primary.active == true && QuickStab == true  ){
QuickKnifePrimary();
}


if(Input.GetButtonDown("QuickKnife") && secondary.active == true && QuickStab == true  ){
QuickKnifeSecondary();
} 


}

function QuickKnifePrimary () {
 primary.SetActive(false);
    secondary.SetActive(false);
    knife.SetActive(true);
KnifeAttackAnim.Play("Attack");

yield WaitForSeconds (0.5);
    primary.SetActive(true);
    secondary.SetActive(false);
    knife.SetActive(false);
}

function QuickKnifeSecondary () {
 primary.SetActive(false);
    secondary.SetActive(false);
    knife.SetActive(true);
KnifeAttackAnim.Play("Attack");

yield WaitForSeconds (0.5);
    primary.SetActive(false);
    secondary.SetActive(true);
    knife.SetActive(false);
}

If it wasn’t clear let me know, I will explain it better but i really need some help with this issue. It’s been a long time since I have encountered this problem and still no solution.

5 years late but for anyone who finds this post, make sure your animations all have keyframes at the start and end for everything that could potentially change in another animation. If your reload moves the left arm, but your equip anim only rotates the gun, then the left arm will stay in the pose it was in when you play the equip animation.