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Question by jonathanbooker2911 · Dec 01, 2018 at 07:25 AM · scripting problemscript.scripting beginnerspellspells

loop vs if spell casting script

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class InstantSpells : MonoBehaviour {

 public float damage = 10f;
 public float range = 100f;
 public int charges = 2;
 public int maxcharges = 3;
 public float chargecoolDown;
 public float chargecoolDownTimer;

 public Camera fpsCam;

 void Start()
 {
     charges = 2;
     maxcharges = 3;
 }

 void Update()
 {
     ChargeSystem();
     ChargeCoolDown();

 }

 void ChargeSystem()
 {
     if (charges < 3 && chargecoolDownTimer == 0)
     {
         charges++;
     }
     if (charges > 3 && chargecoolDownTimer == 0)
     {
         charges--;
     }
     if (charges == 0)
     {

     }
     if (Input.GetKeyDown("h") && charges > 0)
     {
         charges--;
         chargecoolDownTimer = chargecoolDown;
         Shoot();
     }
 }

 void ChargeCoolDown()
 {
     if (chargecoolDownTimer > 0)
     {
         chargecoolDownTimer -= Time.deltaTime;
     }
     if (chargecoolDownTimer < 0)
     {
         chargecoolDownTimer = 0;
     }
 }

 void Shoot()
 {
     RaycastHit hit;
     if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
     {
         Debug.Log(hit.transform.name);

         EnemyHealth enemyHealth = hit.transform.GetComponent<EnemyHealth>();
         if (enemyHealth != null)
         {
             enemyHealth.TakeDamage(damage);
         }
     }
 }

}

I want this script to run 3 different cooldowns for each charge of the spell but should I use loops or if statements. What are the pros and cons?

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Answer by hexagonius · Dec 01, 2018 at 12:02 PM

It's not a question of pro or con in loop or if statement. The choice will come when you know what you want to do exactly, figure that out first

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