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This question was closed Dec 16, 2018 at 06:26 PM by el-mas-pro-470 for the following reason:

the answer given does not work.

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Question by el-mas-pro-470 · Dec 16, 2018 at 03:37 AM · c#raycastshootingammoweapon system

Limited ammo from Raycast?

Hello! how to have limited ammo from this script? Thanks!

 using UnityEngine;
 using System.Collections;
 
 public class Weapon : MonoBehaviour {
 
     public float Damage = 0f;
     public float Range = 0f;
     public float ImpactForce = 0f;
     public float FireRate = 0f;
 
     public int MaxAmmo = 0;
     public int CurrentAmmo;
     public float ReloadTime = 0;
     private bool IsReloading = false;
 
     public Camera FPScam;
     public ParticleEmitter MuzzleFlash;
     public GameObject HitEffect;
 
     private float NextTimeToFire = 0f;
 
     public Animator Animators;
 
     public AudioClip ShootSound;
 
     void Start()
     {
         CurrentAmmo = MaxAmmo;
     }
 
     void OnEnable()
     {
         IsReloading = false;
         Animators.SetBool("Reloading", false);
     }
 
     void Update () {
 
         if(IsReloading)
             return;
     
         if(CurrentAmmo <= 0)
         {
             StartCoroutine(Reload());
             return;
         }
 
         if(Input.GetButton("Fire1") && Time.time >= NextTimeToFire)
         {
             NextTimeToFire = Time.time + 1f/FireRate;
             Shoot();
         }
  }
 
     IEnumerator Reload()
     {
         IsReloading = true;
         Debug.Log("Reloading...");
 
         Animators.SetBool("Reloading", true);
 
         yield return new WaitForSeconds(ReloadTime - 0.25f);
 
         Animators.SetBool("Reloading", false);
         
         CurrentAmmo = MaxAmmo;
         IsReloading = false;
     }
 
    void Shoot()
    {
         audio.Play();
         audio.clip = ShootSound;
 
         MuzzleFlash.Emit();
 
         CurrentAmmo--;
 
     RaycastHit hit;
         if (Physics.Raycast(FPScam.transform.position, FPScam.transform.forward, out hit, Range))
         {
             Debug.Log(hit.transform.name);
 
             Target target = hit.transform.GetComponent<Target>();
             if(target != null)
             {        
                 target.TakeDamage(Damage);
             }
 
             if(hit.rigidbody != null)
             {
                 hit.rigidbody.AddForce(-hit.normal * ImpactForce);
             }
 
             Instantiate(HitEffect, hit.point, Quaternion.LookRotation(hit.normal));
         }    
     } 
 } 
 
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Answer by fuzzy_rick · Dec 16, 2018 at 04:21 AM

Add a new variable for totalAmmo. Reduce it by maxammo when you reload. Check if it's zero before reloading

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avatar image fuzzy_rick · Dec 16, 2018 at 05:18 AM 0
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ok, at the top of reload add "if (totalammo==0) return;"

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