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Question by oscar70701 · Feb 22, 2019 at 03:36 PM · c#floatintvaluevalues

Have a problems with a values

video of the problem : https://www.youtube.com/watch?v=wTWatycLKW8&feature=youtu.be

 private AudioSource SPR;
 public Animator MazzleAnim;
 public Animator ShotingSAnim;
 public Animator ReloudingAnim;
 public float fireRate = 0.5f;
 public float Relouding = 0.5f;
 float NextRelouding = 0.5f;
 float nextFire = 0.0f;
 public float CorantineOfReloadingText = 0f;
 public int AmmoCount = 7;
 public int AllBullet = 30;
 public int MaxBulletInHolder = 7;
 public GameObject OverheatText;
 public GameObject ReloudingText;
 public Text AmmoUI;
 public Text AllAmmoUI;

 void Start ()
 {
     Debug.Log("Welcome to SniperShot and way i write this anybody hear me!");
     AmmoUI.text = AmmoCount.ToString ();
     AllAmmoUI.text = AllBullet.ToString ();
     SPR = GetComponent<AudioSource> ();
 }

 IEnumerator TSetActive ()
 {
     {
         yield return new WaitForSeconds (CorantineOfReloadingText);
         OverheatText.SetActive (false);
     }
 }

 IEnumerator TRelouding ()
 {
     {
         yield return new WaitForSeconds (CorantineOfReloadingText);
         ReloudingText.SetActive (false);
         AllBullet = AllBullet - AmmoCount - MaxBulletInHolder;
         AmmoCount = MaxBulletInHolder;
         AmmoUI.text = AmmoCount.ToString ();
         AllAmmoUI.text = AllBullet.ToString ();
     }
 }

 void Update ()
 {
     if (Input.GetButtonDown ("Fire1") && Time.time > nextFire & AmmoCount > 0 & (Time.timeScale == 1)) 
     {
         nextFire = Time.time + fireRate;
         RifleFire ();
         OverheatText.SetActive (true);
         StartCoroutine (TSetActive ());
         AmmoCount = AmmoCount -1;
         AmmoUI.text = AmmoCount.ToString ();
     }

     if (Input.GetButtonDown ("Reload") && Time.time > NextRelouding & AllBullet > 0 & (Time.timeScale == 1)) 
     {
         NextRelouding = Time.time + Relouding;
         ReloudingAnim.Play ("SniperShotPReloud");
         SPR.Play ();
         ReloudingText.SetActive (true);
         OverheatText.SetActive (false);
         StartCoroutine (TRelouding ());
         StopCoroutine (TSetActive ());
     }
     if (AllBullet <= -1) 
     {
         //Debug.Log ("d");
         AllBullet = 0;
         AmmoCount = MaxBulletInHolder;
         AmmoUI.text = AmmoCount.ToString ();
         AllAmmoUI.text = AllBullet.ToString ();
     }
     if (Time.timeScale == 0) 
     {
     } else 
     {
         transform.position = Camera.main.ScreenToWorldPoint (new Vector3 (Input.mousePosition.x , Input.mousePosition.y, 10f));
     }
     //if(Time.timeScale == 1)
     //{
         //transform.position = Camera.main.ScreenToWorldPoint (new Vector3 (Input.GetAxis ("XControll"), (Input.GetAxis ("YControll"))));
     //}
 }

 void RifleFire ()
 {
     if (Time.timeScale == 0)
     {
         Debug.Log ("timeScale == 0 Shooting is disabled");
     }

     else
     {
         MazzleAnim.Play ("SniperShotMazzleAnim");
         ShotingSAnim.Play ("SniperShotShotS");
     }
 }

}

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Answer by Ymrasu · Feb 22, 2019 at 05:24 PM

It helps if you give more information about your problem whenever you ask a question. Though I can see you are having an issue with your bullet counts when reloading right? Is ammocount the ammo in your weapon, allbullet the amount left over, and maxbulletinholder just the max amount you want in the weapon? If this is the case, then this might help:

 yield return new WaitForSeconds (CorantineOfReloadingText);
 ReloudingText.SetActive (false);
 
 int reloadAmount = MaxBulletInHolder - AmmoCount;
 if(AllBullet >= reloadAmount) {
     AmmoCount += reloadAmount;
     AllBullet -= reloadAmount;
 } else {
     AmmoCount += AllBullet;
     AllBullet = 0;
 }
 
 AmmoUI.text = AmmoCount.ToString ();
 AllAmmoUI.text = AllBullet.ToString ();

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avatar image oscar70701 · Feb 23, 2019 at 03:49 PM 0
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Thanks this is works very good ! make a Replies for this to get your answer.

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