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Question by Franklin96 · Apr 17, 2018 at 10:08 AM · variablesshootingfire rate

Firerate problem

The var "sta_sparando" remains on after i release left mouse button

 #pragma strict
 
 var suono_sparo : AudioClip;
 var munizioni = 100;
 var firerate = 0.1;
  var sta_sparando=false;
 var muzzleflash : ParticleSystem;
 
 
 
 
 
 function Start () {
 muzzleflash = muzzleflash.GetComponent.<ParticleSystem>();
 muzzleflash.Stop(true);
 
 
 }
 
 function Update() {
 
   if(Input.GetMouseButton(0)&&sta_sparando==false){
     fire();
     }
 
 
 
 
 }
 
 function fire(){
 
   var ray: Ray = Camera.main.ScreenPointToRay(Input.mousePosition);
   var hit: RaycastHit;
   muzzleflash.Play(true);
   sta_sparando=true;
 
   print("boom");
 
   AudioSource.PlayClipAtPoint(suono_sparo, transform.position);
 
 
     if (Physics.Raycast(ray, hit)){
 
     Debug.DrawLine(ray.origin, hit.point);
 
 
 
         if (hit.transform.tag == "Zombie"){
         var zombie_colpito = hit.collider.gameObject;
         var zombie_life=zombie_colpito.GetComponent(AiZombie);
         zombie_life.salute-=15;
 
         print("Zombie colpito");
 
       }
       
           if (hit.transform.tag == "Cadavere_zombie"){
         var cadavere_colpito = hit.collider.gameObject;
         var rb = cadavere_colpito.GetComponent(Rigidbody);
         rb.AddForce(transform.forward * 10,ForceMode.Impulse);
 
 
         print("Cadavere colpito");
 
       }
       
 
      
      }
      yield WaitForSeconds(firerate);
       muzzleflash.Stop(true);
      sta_sparando=false;
 
 }

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Answer by Ali-hatem · Apr 17, 2018 at 10:20 AM

use Input.GetMouseButtonUp to set sta_sparando to false if you are trying to fire only once per click :

 if (Input.GetMouseButtonUp(0))
             sta_sparando = false;

if so you don't need a (bool & Input.GetMouseButtonUp) just use Input.GetMouseButtonDown it will call only once even if you hold mouse button.but if you want to keep holding click & wait between fire again add debug log after the yield code i don't use js in c# wait should bee in a coroutine.

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avatar image Franklin96 · Apr 18, 2018 at 09:32 AM 0
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Before the last unity update, the script worked correctly...... why? however, I did not solve the problem.

avatar image Ali-hatem Franklin96 · Apr 18, 2018 at 11:20 AM 0
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i have tested your code with version (unity 2017.3) and it work fine just simplify your script to know where is the problem :

 #pragma strict
 var sta_sparando = false;
 function Update(){
     if(Input.Get$$anonymous$$ouseButton(0)&&sta_sparando==false){
          fire();
      }
 }
 
 function fire(){
     print("true");
     sta_sparando = true;
     yield WaitForSeconds(0.1);
     sta_sparando = false;
     print("false ");
 }

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Answer by Franklin96 · Apr 19, 2018 at 02:37 PM

Thanks, now it work :D #pragma strict var suono_sparo : AudioClip; var munizioni = 100; var firerate = 0.1; var sta_sparando=false; var muzzleflash : ParticleSystem; function Start () { muzzleflash = muzzleflash.GetComponent.(); muzzleflash.Stop(true); } function Update(){ if(Input.GetMouseButton(0)&&sta_sparando==false){ fire(); } } function fire(){ var ray: Ray = Camera.main.ScreenPointToRay(Input.mousePosition); var hit: RaycastHit; muzzleflash.Play(true); if (Physics.Raycast(ray, hit)){ Debug.DrawLine(ray.origin, hit.point); if (hit.transform.tag == "Zombie"){ var zombie_colpito = hit.collider.gameObject; var zombie_life=zombie_colpito.GetComponent(AiZombie); zombie_life.salute-=15; print("Zombie colpito"); } } print("true"); sta_sparando = true; yield WaitForSeconds(0.1); muzzleflash.Stop(true); sta_sparando = false; print("false "); }

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