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Question by $$anonymous$$ · Apr 22, 2019 at 11:34 PM · scripting problemscriptingproblemgun script

How to add fireRate to my gun script? (Need Help)

Hello I'm having trouble with a gun script I made. The problem is that I want to integrate FireRate system into the gun script. If you can help me then please comment down below.

using UnityEngine;

using System.Collections;

public class GunNo : MonoBehaviour { //Decal public GameObject decalHit; public float projectileDestroyTimer = 5f;

//Ámmo public int maxAmmoTotal = 30; // Max ammo to carry Example: 30 public int maxAmmoInClipTotal = 5; // Max ammo total to be able to reload Example: 5 public int curAmmo = 30; // Current reloadable ammo Example: 30 public int ammoInClip = 5; // Current ammo in clip Example: 5 private bool isReloading = false;

//Animation public string fireAnimation; //Shoot animation public string clipEmptyAnim; //Clip empty animation public string reloadAnimation; //Reload animation public float reloadTime = 1f; // How long it takes to reload

//GameObjects public GameObject weapon; //Needed for aiming public ParticleSystem muzzleflash; public Animator FireAnimation; public AudioSource GunSounds;

//Raycast private RaycastHit rayHit; public float shootDistance = 200f;

//Recoil private float defaultRecoil = 50f; public float recoil = 50f; public float recoilAiming = 10f;

//Aim public Vector3 aimPos = Vector3.zero; private Vector3 defaultPos = Vector3.zero; public float smoothTime; //How long it takes to get to the aiming position private Vector3 dampVelocity; private bool aiming = false;

//Audio private AudioSource audioSource; //Audio source public AudioClip fireSound; //Sound when shooting public AudioClip clipEmptySound; //Sound when clip is empty public AudioClip reloadSound; //Sound when reloading

//Weapon public int hitDamage = 13;

//Only for testing int removedAmmoRecently; //Only for testing

void Start() { defaultPos = weapon.transform.localPosition; defaultRecoil = recoil; audioSource = GetComponent(); }

void Update() { AimDownSight();

 if (Input.GetMouseButtonDown(0) && !isReloading){
   Shoot();
 }
 if(Input.GetMouseButtonDown(1) && !isReloading)
 {
   aiming = !aiming;
 }


 if (Input.GetKeyDown(KeyCode.R) && !isReloading)
 {
   StartCoroutine("Reload");
 }

}

void Shoot() { if(ammoInClip != 0) { PlaySound(fireSound); GunSounds.Play(); muzzleflash.Play(); PlayAnimation(fireAnimation); GetComponent().Play("FireAnimation"); ammoInClip--; Ray ray = Camera.main.ScreenPointToRay(new Vector3(Screen.width/2f + Random.Range(-recoil, recoil), Screen.height/2f + Random.Range(-recoil, recoil), 0f)); if (Physics.Raycast(ray, out rayHit, shootDistance)) { GameObject decalClone = (GameObject)Instantiate(decalHit, rayHit.point, Quaternion.LookRotation(rayHit.normal, Vector3.forward)); Destroy(decalClone, projectileDestroyTimer);

     DoDamage(rayHit);
   }
 }
 else{
   PlaySound(clipEmptySound);
   PlayAnimation(clipEmptyAnim);
 }
 Debug.Log("Ammo: " + ammoInClip + "/" + curAmmo);

}

void DoDamage(RaycastHit hit) { if(hit.transform.tag == "Enemy") { if(hit.transform.GetComponent()) //You can change EnemyHealth, to the name of the script that contains the health of the enemy { hit.transform.SendMessage("ApplyDamage", hitDamage, SendMessageOptions.DontRequireReceiver); } Debug.Log(hit.transform.name + " has been hit"); } }

IEnumerator Reload() { //If ammoInClip example 5 is equal or greater than 0 and ammoInClip(5) is lower than maxAmmoInClipTotal(The max amount of ammo that can be in a clip) and curAmmo(how much ammo you have like 5/30) is greater than 0 if (ammoInClip >= 0 && ammoInClip < maxAmmoInClipTotal && curAmmo > 0) { isReloading = true; PlaySound(reloadSound); PlayAnimation(reloadAnimation); yield return new WaitForSeconds(reloadTime); removedAmmoRecently = 0; //You can remove this line, it's only for testing. for (int i = 0; i < maxAmmoInClipTotal; i++) { if (ammoInClip == maxAmmoInClipTotal || curAmmo <= 0) { break; } else { ammoInClip++; curAmmo--; removedAmmoRecently++; //You can remove this line, it's only for testing. | To check how much ammo has been removed } } isReloading = false; Debug.Log("Removed " + removedAmmoRecently + " " + "ammo from pocket ammo. Ammo: " + ammoInClip + "/" + curAmmo); //You can remove this line, it's only for testing. | Prints out how much ammo that has been removed, ammo you have in clip, and how much ammo that is left } else { yield break; } }

void PlayAnimation(string anim) { if (anim != "") { weapon.GetComponent().Play(anim); } }

void PlaySound(AudioClip clip) { if (clip != null) { audioSource.PlayOneShot(clip); } }

void AimDownSight() { if(aiming && weapon.transform.localPosition.normalized != aimPos.normalized) { weapon.transform.localPosition = Vector3.SmoothDamp (weapon.transform.localPosition, aimPos, ref dampVelocity, smoothTime); Debug.Log ("Aiming"); recoil = recoilAiming; }

 if(!aiming && weapon.transform.localPosition.normalized != defaultPos.normalized)
 {
   weapon.transform.localPosition = Vector3.SmoothDamp (weapon.transform.localPosition, defaultPos, ref dampVelocity, smoothTime);
   Debug.Log ("UnAiming");
   recoil = defaultRecoil;
 }

}

void OnGUI() { GUILayout.Label("Ammo: " + ammoInClip + "/" + curAmmo); } }

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Answer by Jeezker · Apr 22, 2019 at 11:44 PM

  • float LastTimeShot;

  • float TimeBetweenShots = 1; //for example

shoot() method:

-if (Time.time < LastTimeShot + timeBetweenShots) return;

  • -do the shooting

    -LastTimeShot = Time.time

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avatar image $$anonymous$$ · Apr 23, 2019 at 12:20 AM 0
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Where would I put this?

avatar image mansoor090 $$anonymous$$ · Apr 23, 2019 at 06:14 AM 0
Share
 if (Input.Get$$anonymous$$ouseButtonDown(0) && !isReloading){
    Shoot(); <-- here you need this modification
  }
avatar image $$anonymous$$ mansoor090 · Apr 23, 2019 at 04:45 PM 0
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Ok thank you for the help.

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