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Question by Fabjanczyk · Jul 21, 2020 at 08:35 PM · scripting problem3dshootingbegginer

Problem with a shooting script.

Hello, I'll start by saying that I'm a begginer so if you have any suggestion and/or criticism it would be very helpful if you did it in a more datailed way, thank you in advance.

So, the way i want to make this script work is that i have 2 cannons (emiters) and they don't shot in sync (first shot of one of the cannons is delayed by some time). But the code below doesn't work as intented - cannons shoot but synced up.

Second thing, how could i add some kind of mouse button spam "protection" so the player cannot surpass the fire rate by spamming the shooting button?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Shooting : MonoBehaviour
 {
     public Transform bulletTransform;
     public GameObject bullet;
     public float bulletSpeed;
     float shotTimer;
     float shotTimerElapsed;
     public float shotsPerSecond;
     public GameObject emiter;   
 
     void Start()
     {
         shotTimer = 1 / shotsPerSecond;
         shotTimerElapsed = 0;       
     }
 
     IEnumerator shooting(float time)
     {
         if (emiter.name == "emiterR_mech")
         {
             Update();
         }
 
         if (emiter.name == "emiterL_mech")
         {
             yield return new WaitForSeconds(1);           
             Update();
         }
     }
 
     void Update()
     {       
         shotTimerElapsed = shotTimerElapsed + Time.deltaTime;
         Quaternion rotation = bulletTransform.rotation;
 
         if (Input.GetMouseButton(0) && shotTimerElapsed >= shotTimer)
         {
             shotTimerElapsed = 0;
             GameObject instBullet = Instantiate(bullet, transform.position, rotation) as GameObject;
             Rigidbody instBulletRigidbody = instBullet.GetComponent<Rigidbody>();
             instBulletRigidbody.AddRelativeForce(Vector3.forward * bulletSpeed);
 
             Destroy(instBullet, 3f);
         }
 
         if (Input.GetMouseButtonUp(0))
         {
             shotTimerElapsed = shotTimer;
         }
     }
 
     
 
 
 }




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