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Question by YoloJoe · Feb 20, 2016 at 12:54 PM · booleanbool

Reload script not working?!

Hello. I'm having problems with my reload script. When I press R, a coroutine starts and initiates the reloading. While the player is reloading I dont want the player to be reloading again...

So in my Weapon.cs script I made a public Bool "CanReload" and by default its set to false.

Here is my script:

 public bool CanReload = false;

         private void Update()
         {
        if (magazines <= 0 && ammo <= 0) {
        CanReload = false;
        } else if (ammo >= 0) 
          {
           CanReload = true;
          }

             CheckForReload();
         }
 
     void CheckForReload()
     {
         if (Input.GetKeyDown("r") && CanReload == true)
         {
             StartCoroutine (Reloading());
         }
           }
 
            IEnumerator Reloading()
     {
         CanReload = false;
         GetComponent<AudioSource>().PlayOneShot (Reload);
         yield return new WaitForSeconds (ReloadTime);
 
         ammo = ammoPerMag;
         magazines -= 1;
         PlayerCanShoot = true;
         Debug.LogWarning ("Reloaded!");
         CanReload = true;
     }

I dont understand why this is not working. When I hit R I am able to reload again and again..

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Answer by drawtheplay · Feb 20, 2016 at 02:12 PM

It appears that your setting the CanReload every frame. So while you set it to false in your coroutine it is set back to true before you change your ammo count. I would probably use a setter for your ammo that allows reload.

This might be a decent solution for what you want. Only have the update loop CheckForReload then have the getter setters set your CanReload.

 public int Ammo
     {
         get
         {
             return ammo;
         }
         set
         {
             //don't continue processing if our ammo value is already processed
             if(ammo == value) 
                 return;
 
             UpdateIfWeCanReload();
         }
     }
 
     public int Magazines
     {
         get
         { 
             return magazines 
         }
         set
         {
             if(magazines == value)
                 return;
 
             UpdateIfWeCanReload();
         }
     }
 
     void UpdateIfWeCanReload()
     {
         if (magazines <= 0 && ammo <= 0) {
             CanReload = false;
         } else if (ammo >= 0) 
         {
             CanReload = true;
         }
     }

Now you will have to change where ever you reference ammo and magazines to use the getter setter.

Hope that helps.

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Answer by YoloJoe · Feb 21, 2016 at 09:55 AM

I just removed whole "Else if" statement and it fixed it :) Thanks anyways though :)

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