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Question by Fabjanczyk · Jul 24, 2020 at 05:56 PM · scripting problemshootingbegginer

Please help me with my shooting script.

I keep getting error message: "cannot convert from method group to string" or that string emiterName doesn't exist. I tried many different things and i can't get this to work. Could someone help me and explain my mistakes?

When in void Update() the starcouroutine is // and shooting isn't // (and delayedShooting is "commented out") the script works but not as i want it to (no delay).

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerShooting : 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;
     } 
 
     void Update()
     {
         
         shotTimerElapsed = shotTimerElapsed + Time.deltaTime;
 
         if (Input.GetMouseButton(0) && shotTimerElapsed >= shotTimer )
         {
             StartCoroutine(delayedShooting);
             //Shooting();
         }
     }
 
      IEnumerator delayedShooting(float time)
     {
         string emiterName = emiter.name;
 
         if (emiterName == "emiterR_mech")
         {
             Shooting();
         }
 
         if (emiterName == "emiterL_mech")
         {
             yield return new WaitForSeconds(0.25f);
             Shooting();            
         }
     }
 
     void Shooting()
     {       
         //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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