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Question by dan1mk · Feb 12, 2020 at 12:36 PM · scripting problemunity 2dcrashspace shootergun script

Unity crashes because of a certain function

So basically im trying to make a gun jam at random when it runs out of bullets, and you are supposed to enter the correct key, a randomized number 0-9 so that the gun unjams and reloads properly.. but when the gun jams my unity crashes.. What's wrong with the code? ps I am a pretty new coder so please dont judge if I have done something terribly wrong :D

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 
 
 public class Weapon : MonoBehaviour
 {
     public Transform firePoint;
     public GameObject bulletPrefab;
     public int clipSize = 6;
     private int ammo;
     public float reloadTime = 1f;
     private int JamChance;
     public int chance = 30;
     private KeyCode[] keys = { KeyCode.Alpha0, KeyCode.Alpha1, KeyCode.Alpha2, KeyCode.Alpha3, KeyCode.Alpha4,
                               KeyCode.Alpha5, KeyCode.Alpha6, KeyCode.Alpha7, KeyCode.Alpha8, KeyCode.Alpha9 };
     private int current;
     private int[] output = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
     private string ammunition;
 
     private bool isReloading = false;
     public Text bText;
 
     private void Start()
     {
         ammo = clipSize;
         bText = GameObject.Find("BulletsText").GetComponent<Text>();
         ammunition = ammo.ToString();
     }
 
     // Update is called once per frame
     void Update()
     {
         if (isReloading)
             return;
 
         //Change so the ammo doesn't update every single frame
         ammunition = ammo.ToString();
         bText.text = ammunition;
         //
         //Reload if ammo is less or equal to zero
         if (ammo <= 0)
         {
             JamChance = Random.Range(0, 100);
             if (JamChance >= chance)
             {
                 StartCoroutine(Reload());
                 return;
             }
             else
             {
                 GunJam();
             }
         }
 
         //Check if player hits the fire button, if yes then shoot
         if (Input.GetButtonDown("Fire1"))
         {
             Shoot();
         }
     }
 
     void Shoot()
     {
         //Shooting logic
         Instantiate(bulletPrefab, firePoint.position, firePoint.rotation);
 
         ammo--;
     }
     IEnumerator Reload()
     {
         //Display "Reloading..." in console 
         Debug.Log("Reloading...");
         gameObject.GetComponent<Renderer>().material.color = new Color(1f, 0f, 0f);
         isReloading = true;
 
         yield return new WaitForSeconds(reloadTime);
         isReloading = false;
         ammo = clipSize;
         gameObject.GetComponent<Renderer>().material.color = new Color(1f, 1f, 1f);
     }
     void GunJam()
     {
         gameObject.GetComponent<Renderer>().material.color = new Color(0f, 0f, 1f);
         current = Random.Range(0, 9);
         Debug.Log(output[current]);
         if (Input.GetKeyDown(keys[current]))
         {
             StartCoroutine(Reload());
         }
         else
         {
             GunJam();
         }
     }
 }
 
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