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Question by TysonG · Mar 27, 2019 at 01:16 AM · script.activestatetwo

Best way to only run only one part of a script at a time?

Hey everyone might be a weird question, but this has been confusing me. I have this enemy that is supposed to hop once, then shoot three projectiles at the player, then hop once, and shoot three times, and continue this pattern. I have the shooting working (which is the portion of code that is commented out, yet the shooting is infinite and not just three shots as of now) and I have the hopping part of the code working as well. I'm just not sure how to get only one portion of the code working at a single time. I'm still new to this, so sorry if this has a simple solution. Any help is appreciated, thanks. Also, the onGround check doesn't affect the hopping or shooting, I just have it ready for when I add an animation later on.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class BunnyController : Enemy {
 
     //Animator animator;
     Rigidbody2D rigidBunny;
 
     public float distBetween;
     public float deathDistance;
     public float jumpX = 2f;
     public float jumpY = 5f;
     public bool isHopping = true;
     public bool isShooting = false;
 
     public GameObject carrotPrefab;
     public float startTimeBetweenCarrots;
     private float timeBetweenCarrots;
 
     private bool onGround;
 
     private Transform player;                       // holds the player
 
     [SerializeField]                        // makes available in Inspector
     Transform groundCheck;
     [SerializeField]
     Transform groundCheckR;
     [SerializeField]
     Transform groundCheckL;
 
     void Start ()
     {
         //animator = GetComponent<Animator>();
         rigidBunny = GetComponent<Rigidbody2D>();
 
         player = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>();          // get player position
 
         timeBetweenCarrots = startTimeBetweenCarrots;
         
     }
 
     void FixedUpdate()
     {
         if ((Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"))) ||             
            (Physics2D.Linecast(transform.position, groundCheckR.position, 1 << LayerMask.NameToLayer("Ground"))) ||             
            (Physics2D.Linecast(transform.position, groundCheckL.position, 1 << LayerMask.NameToLayer("Ground"))))
         {
             onGround = true;
         }
 
         if (onGround && isHopping)
         {
             Hop();
         }
 
         //if (timeBetweenCarrots <= 0)
         //{
         //    Instantiate(carrotPrefab, transform.position, Quaternion.identity);
         //    timeBetweenCarrots = startTimeBetweenCarrots;
         //}
         //else
         //{
         //    timeBetweenCarrots -= Time.deltaTime;
         //}
     }
 
     void Hop()
     {
         rigidBunny.AddForce(new Vector2(-jumpX, jumpY), ForceMode2D.Impulse);
     }
 
 }
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