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Question by Densus · Mar 23, 2018 at 12:23 AM · scripting problemerrorreloadreloadingguns

Reloading with R only goes up by 1. But reloading when the gun is empty works fine.

So as the title says it reloads by I think 1.5 and every time I press R it multiplies by 1.5 without obvious reasoning (at least to me) but when the mag is empty it reloads as it should.

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 
 public class Gun : MonoBehaviour
 {
 
     public float damage = 10f;
     public float range = 100f;
     public float firerate = 15f;
     public Camera fpsCam;
     public ParticleSystem muzzleFlash;
     public GameObject impactEffect;
     public float impactforce = 30f;
     public int maxAmmo = 10;
     public int currentAmmo;
     public float reloadTime = 1f;
     private bool isReloading = false;
     private bool canReload = true;
     private float nextTimeToFire = 0f;
     int addedammo;
     public int reserve = 100;
     public Text ammoText;
     string reloadText = "RELOAD!";
     string noAmmoText = "NO AMMO!";
 
     public Animator animator;
 
     void Start()
     {
         //ammoText = GetComponent<Text>();
         currentAmmo = maxAmmo;
     }
 
     private void OnEnable()
     {
         isReloading = false;
         animator.SetBool("Reloading", false);
     }
 
 
     // Update is called once per frame
     void Update()
     {
         if (currentAmmo == 0)
         {
             ammoText.text = reloadText;
         }
         if (reserve == 0)
         {
             ammoText.text = noAmmoText;
         }
 
         if (Input.GetKeyDown(KeyCode.R))
         {
             if (canReload == true)
             { 
             StartCoroutine(Reload());
             return;
             }
         }
 
         if (currentAmmo == 0)
         {
             if (canReload == true)
             { 
             StartCoroutine(Reload());
             return;
             }
 
         }
 
         if (currentAmmo < 0)
         {
             currentAmmo = 0;
         }
 
         if (currentAmmo == maxAmmo)
         {
             canReload = false;
         }
 
         if (reserve == 0)
         {
             canReload = false;
         }
 
         
 
         if (isReloading)
             return;
 
         if (Input.GetButton("Fire1") && Time.time >= nextTimeToFire)
         {
 
             nextTimeToFire = Time.time + 2f / firerate;
             Shoot();
         }
 
         ammoText.text = currentAmmo.ToString() + "/" + reserve.ToString();
     }
 
 
 
 
 
     IEnumerator Reload()
     {
         if (canReload == true)
         {
             isReloading = true;
 
             animator.SetBool("Reloading", true);
             yield return new WaitForSeconds(reloadTime - .25f);
             animator.SetBool("Reloading", false);
             yield return new WaitForSeconds(.25f);
 
             for (int r = reserve; r <= maxAmmo; r++)
             {
                 if (reserve <= 0) break;
                 currentAmmo++;
                 reserve--;
             }
             isReloading = false;
         }
 
     }
 
 
     void Shoot()
     {
         if (currentAmmo != 0)
         {
             if (currentAmmo == 0)
             {
                 ammoText.text = reloadText;
                
             }
 
             
 
             muzzleFlash.Play();
 
             currentAmmo--;
             canReload = true;     
 
             RaycastHit hit;
             if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
             {
                 Debug.Log(hit.transform.name);
                 Enemy target = hit.transform.GetComponent<Enemy>();
                 if (target != null)
                 {
                     target.TakeDamage(damage);
                 }
 
                 if (hit.rigidbody != null)
                 {
                     hit.rigidbody.AddForce(-hit.normal * impactforce);
                 }
 
                 GameObject impacGO = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
                 Destroy(impacGO, 2f);
             }
 
         }
     }
 
 
 }
 
 
 

I know its messy! In advance thanks for the help!

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