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Question by yusufkaan300 · Apr 05, 2020 at 02:17 PM · fpsgame

I was making a ammo/reload system for my fps game but my script doesnt work.WHY?

Here is my script:

public class FireSystem : MonoBehaviour {

 public float reloadcooldown;
 public float AmmoInGun;
 public float AmmoInPocket;
 public float AmmoMax;
 float AddableAmmo;
 float reloadtimer;
 public Text AmmoCounter;
 public Text PocketAmmoCounter;

 public GameObject impactEffect;

 RaycastHit hit;
 public GameObject RayPoint;
 public CharacterController Karakter;

 Animator GunAnimset;
 


 public bool CanFire;


 float gunTimer;
 public float gunCooldown;

 public ParticleSystem MuzzleFlash;

 AudioSource SesKaynak;
 public AudioClip FireSound;

 public float range;

 public AudioClip ReloadSound;


 // Start is called before the first frame update
 void Start () {
      SesKaynak = GetComponent<AudioSource>();
     GunAnimset = GetComponent<Animator>();




 }

 // Update is called once per frame
 void Update () {

     GunAnimset.SetFloat("hız", Karakter.velocity.magnitude);

     AmmoCounter.text = AmmoInGun.ToString();
     PocketAmmoCounter.text = AmmoInPocket.ToString();

     AddableAmmo = AmmoMax - AmmoInGun;

     if (AddableAmmo > AmmoInPocket)
     {
         AddableAmmo = AmmoInPocket;
     }

     if (Input.GetKeyDown(KeyCode.R) && AddableAmmo > 0 && AmmoInPocket > 0)
     {
         if (Time.time > reloadtimer)
         {
             StartCoroutine(Reload());
             reloadtimer = Time.time + reloadcooldown;
         }

     }
         if (Input.GetKey(KeyCode.Mouse0) && CanFire == true  &&  Time.time > gunTimer  && AmmoInGun > 0 )
         {
             Fire();
             gunTimer = Time.time + gunCooldown;
         }
     

 }

 void Fire()
 {

         AmmoInGun--;

   if (Physics.Raycast(RayPoint.transform.position, RayPoint.transform.forward, out hit, range))
   {
      MuzzleFlash.Play();
      SesKaynak.Play();

      SesKaynak.clip = FireSound;

      Debug.Log(hit.transform.name);

      GunAnimset.Play("fire", -1, 0f);

      Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
           
   }

 }
     IEnumerator Reload()
     {
         GunAnimset.SetBool("isReloading", true);

         SesKaynak.clip = ReloadSound;
         SesKaynak.Play();

         yield return new WaitForSeconds(0.3f);
         GunAnimset.SetBool("isReloading", false);

         yield return new WaitForSeconds(1.4f);
         AmmoInGun = AmmoInGun + AddableAmmo;
         AmmoInPocket = AmmoInPocket + AddableAmmo;
     }

}

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