Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by bubblegumsoldier · Apr 20, 2011 at 09:30 AM · animationgunreloadclips

My machine gun code steels my clips

Hi guys, I#ve got a question to a script... I made an animation and set the to play automatically to false. Now I want it to reload but when it reloads the clips get less every 1/10 second...

Here's my machine gun code:

var range = 100.0; var fireRate = 0.05; var force = 10.0; var damage = 5.0; var bulletsPerClip = 40; var clips = 20; var reloadTime = 0.5; private var hitParticles : ParticleEmitter; var muzzleFlash : Renderer;

private var bulletsLeft : int = 0; private var nextFireTime = 0.0; private var m_LastFrameShot = -1;

function Start () { hitParticles = GetComponentInChildren(ParticleEmitter);

 // We don't want to emit particles all the time, only when we hit something.
 if (hitParticles)
     hitParticles.emit = false;
 bulletsLeft = bulletsPerClip;

}

function LateUpdate() { if (muzzleFlash) { // We shot this frame, enable the muzzle flash if (m_LastFrameShot == Time.frameCount) { muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.value * 360, Vector3.forward); muzzleFlash.enabled = true;

         if (audio) {
             if (!audio.isPlaying)
                 audio.Play();
             audio.loop = true;
         }
     } else {
     // We didn't, disable the muzzle flash
         muzzleFlash.enabled = false;
         enabled = false;

         // Play sound
         if (audio)
         {
             audio.loop = false;
         }
     }
 }

}

function Fire () { if (bulletsLeft == 0) return;

 // If there is more than one bullet between the last and this frame
 // Reset the nextFireTime
 if (Time.time - fireRate > nextFireTime)
     nextFireTime = Time.time - Time.deltaTime;

 // Keep firing until we used up the fire time
 while( nextFireTime < Time.time && bulletsLeft != 0) {
     FireOneShot();
     nextFireTime += fireRate;
 }

}

function FireOneShot () { var direction = transform.TransformDirection(Vector3.forward); var hit : RaycastHit;

 // Did we hit anything?
 if (Physics.Raycast (transform.position, direction, hit, range)) {
     // Apply a force to the rigidbody we hit
     if (hit.rigidbody)
         hit.rigidbody.AddForceAtPosition(force * direction, hit.point);

surface! // And spawn a couple of particles if (hitParticles) { hitParticles.transform.position = hit.point; hitParticles.transform.rotation = Quaternion.FromToRotation (Vector3.up, hit.normal); hitParticles.Emit(); }

     // Send a damage message to the hit object          
     hit.collider.SendMessageUpwards("ApplyDamage", damage, 

SendMessageOptions.DontRequireReceiver); }

 bulletsLeft--;

 // Register that we shot this frame,

 m_LastFrameShot = Time.frameCount;
 enabled = true;

 // Reload gun in reload Time        
 if (bulletsLeft == 0)
 //Reload animation//
     animation.Play("reloadanimation");
     Reload();           

}

function Reload () {

 // Wait for reload time first - then add more bullets!
 yield WaitForSeconds(reloadTime);

 // We have a clip left reload
 if (clips > 0) {
     clips--;
     bulletsLeft = bulletsPerClip;
 }

}

function GetBulletsLeft () { return bulletsLeft; }

So please help me guys... I need it very much

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Bunny83 · Apr 20, 2011 at 11:39 AM 0
Share

First of all, please mark your code as code. Just select your code and press the 101010 button. Second, it's ok to post your own answer but don't post new questions as answer! That's not a forum. It's a wiki that contains good questions about unity.

4 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by bubblegumsoldier · Apr 20, 2011 at 09:41 AM

sorry I've found my mistake... here's the real code

var range = 100.0; var fireRate = 0.05; var force = 10.0; var damage = 5.0; var bulletsPerClip = 40; var clips = 20; var reloadTime = 0.5; private var hitParticles : ParticleEmitter; var muzzleFlash : Renderer;

private var bulletsLeft : int = 0; private var nextFireTime = 0.0; private var m_LastFrameShot = -1;

function Start () { hitParticles = GetComponentInChildren(ParticleEmitter);

 // We don't want to emit particles all the time, only when we hit something.
 if (hitParticles)
     hitParticles.emit = false;
 bulletsLeft = bulletsPerClip;

}

function LateUpdate() { if (muzzleFlash) { // We shot this frame, enable the muzzle flash if (m_LastFrameShot == Time.frameCount) { muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.value * 360, Vector3.forward); muzzleFlash.enabled = true;

         if (audio) {
             if (!audio.isPlaying)
                 audio.Play();
             audio.loop = true;
         }
     } else {
     // We didn't, disable the muzzle flash
         muzzleFlash.enabled = false;
         enabled = false;

         // Play sound
         if (audio)
         {
             audio.loop = false;
         }
     }
 }

}

function Fire () { if (bulletsLeft == 0) return;

 // If there is more than one bullet between the last and this frame
 // Reset the nextFireTime
 if (Time.time - fireRate > nextFireTime)
     nextFireTime = Time.time - Time.deltaTime;

 // Keep firing until we used up the fire time
 while( nextFireTime < Time.time && bulletsLeft != 0) {
     FireOneShot();
     nextFireTime += fireRate;
 }

}

function FireOneShot () { var direction = transform.TransformDirection(Vector3.forward); var hit : RaycastHit;

 // Did we hit anything?
 if (Physics.Raycast (transform.position, direction, hit, range)) {
     // Apply a force to the rigidbody we hit
     if (hit.rigidbody)
         hit.rigidbody.AddForceAtPosition(force * direction, hit.point);

     // Place the particle system for spawing out of place where we hit the surface!
     // And spawn a couple of particles
     if (hitParticles) {
         hitParticles.transform.position = hit.point;
         hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
         hitParticles.Emit();
     }

     // Send a damage message to the hit object          
     hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
 }

 bulletsLeft--;

 // Register that we shot this frame,
 // so that the LateUpdate function enabled the muzzleflash renderer for one frame
 m_LastFrameShot = Time.frameCount;
 enabled = true;

 // Reload gun in reload Time        
 if (bulletsLeft == 0){
 //Reload animation//
     animation.Play("reloadanimation");
     Reload();           

}

} function Reload () {

 // Wait for reload time first - then add more bullets!
 yield WaitForSeconds(reloadTime);

 // We have a clip left reload
 if (clips > 0) {
     clips--;
     bulletsLeft = bulletsPerClip;
 }

}

function GetBulletsLeft () { return bulletsLeft; }

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by bubblegumsoldier · Apr 20, 2011 at 10:57 AM

hhm now I've got a question again:

Here I have a code where I have got a shot AND a reload animation embedded... but it only shows the shot animation but not the reload animation...

var range = 100.0; var fireRate = 0.05; var force = 10.0; var damage = 5.0; var bulletsPerClip = 40; var clips = 20; var reloadTime = 0.5; private var hitParticles : ParticleEmitter; var muzzleFlash : Renderer;

private var bulletsLeft : int = 0; private var nextFireTime = 0.0; private var m_LastFrameShot = -1;

function Start () { hitParticles = GetComponentInChildren(ParticleEmitter);

 // We don't want to emit particles all the time, only when we hit something.
 if (hitParticles)
     hitParticles.emit = false;
 bulletsLeft = bulletsPerClip;

}

function LateUpdate() { if (muzzleFlash) { // We shot this frame, enable the muzzle flash if (m_LastFrameShot == Time.frameCount) { muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.value * 360, Vector3.forward); muzzleFlash.enabled = true; animation.Play("shotmachine"); if (audio) { if (!audio.isPlaying) audio.Play(); audio.loop = true; } } else { // We didn't, disable the muzzle flash muzzleFlash.enabled = false; enabled = false;

         // Play sound
         if (audio)
         {
             audio.loop = false;
         }
     }
 }

}

function Fire () { if (bulletsLeft == 0) return;

 // If there is more than one bullet between the last and this frame
 // Reset the nextFireTime
 if (Time.time - fireRate > nextFireTime)
     nextFireTime = Time.time - Time.deltaTime;

 // Keep firing until we used up the fire time
 while( nextFireTime < Time.time && bulletsLeft != 0) {
     FireOneShot();
     nextFireTime += fireRate;
 }

}

function FireOneShot () { var direction = transform.TransformDirection(Vector3.forward); var hit : RaycastHit;

 // Did we hit anything?
 if (Physics.Raycast (transform.position, direction, hit, range)) {
     // Apply a force to the rigidbody we hit
     if (hit.rigidbody)
         hit.rigidbody.AddForceAtPosition(force * direction, hit.point);

     // Place the particle system for spawing out of place where we hit the surface!
     // And spawn a couple of particles
     if (hitParticles) {
         hitParticles.transform.position = hit.point;
         hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
         hitParticles.Emit();
     }

     // Send a damage message to the hit object          
     hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
 }

 bulletsLeft--;

 // Register that we shot this frame,
 // so that the LateUpdate function enabled the muzzleflash renderer for one frame
 m_LastFrameShot = Time.frameCount;
 enabled = true;

 // Reload gun in reload Time        
 if (bulletsLeft == 0){
 //Reload animation//
     animation.Play("reloadanimation");
     Reload();           

}

} function Reload () {

 // Wait for reload time first - then add more bullets!
 yield WaitForSeconds(reloadTime);

 // We have a clip left reload
 if (clips > 0) {
     clips--;
     bulletsLeft = bulletsPerClip;
 }

}

function GetBulletsLeft () { return bulletsLeft; }

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Bunny83 · Apr 20, 2011 at 11:53 AM 0
Share

$$anonymous$$ake sure both animations are on the same layer (or use Play$$anonymous$$ode.StopAll) and check the name of your animation. You can play only AnimationClips that are in the animations array of your Animation component.

avatar image
0

Answer by StephenLTGAMES · Apr 20, 2011 at 12:29 PM

BulletLeft --; ?

incrementing downwards might be called to multiple times resulting in the ammo deplision.


Maybe Try an if statement to say if its fired take 1 bullet away.

if(BulletFired == true) {

BulletLeft = BulletLeft -1; BulletFired = false;

}

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by bubblegumsoldier · Apr 20, 2011 at 12:52 PM

well i can shoot and everything is okay but the only problem is the reload animation.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

No one has followed this question yet.

Related Questions

Wierd rotations in very simple reload animation 0 Answers

C# animation script for reloading a gun 3 Answers

Problem with animations(noob question i guess) 1 Answer

Switch Weapon Script Not taking effect HELP!! 2 Answers

Stop all animations 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges