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Question by zak666 · Jun 06, 2021 at 02:53 PM · scriptingbasicsammo

Trigger a void only once even is used by multiple scripts?

Hey everyone! I've got a gun script that shoots a secondary weapon and every time it fires it reduces the ammo by 1, I''m trying to make cluster shots, with multiple launchers and 1 ammo pool but every time it shoots each script from each launcher accesses the main ammo pool reducing it to 0 when for each Burst of ammo should only reduce it by 1.

how do you Use a void only once even if multiple instances of a script is trying to use it at the same time?

PlayerShooted() basicly is just a Ammocount -= 1;.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 public class SecondaryShoot : MonoBehaviour
 {
     public SecondaryCount SecondaryCountCS;
     public bool CanShoot;
     public float nextFire;
     public float fireRate = 0.5f;
     public GameObject Projectile;
     public ShootMobile ShootMobileCS;
 
 
     // Update is called once per frame
     public  void Update()
     {
         if (SecondaryCountCS.SecondaryAmmo > 0 && ShootMobileCS.CanShootSpecial == true)
         {
             if (Time.time > nextFire)
             {
                 nextFire = Time.time + fireRate;
                 Instantiate(Projectile, transform.position, transform.rotation);
             }
 
             SecondaryCountCS.PlayerShooted();
 
         }
     }
 }
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Answer by Llama_w_2Ls · Jun 06, 2021 at 09:17 PM

You can use a flag bool that prevents the function from being run if it is true, and set it back to false every update. For example:

 bool HasBeenCalled;
 
 void Update()
 {
      HasBeenCalled = false;
 }
 
 public void MethodThatRunsOnceEveryUpdate()
 {
      // Exits the function if was called twice or more in one frame
      if (HasBeenCalled)
           return;
 
      // ... Code ...
 
      HasBeenCalled = true;
 }

@zak666

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Answer by zak666 · Jun 07, 2021 at 02:00 AM

got it to work had to add a cool-down timer to reset the bool :) thanks buddy

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