Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by OatMilkLover · Jun 02, 2021 at 07:43 AM · prefabshootingreloading

Instantiating projectiles even while reloading

Hi all, I'm currently working on a rogue-like, top-down 2d shooter game, but I am having trouble with the cooldown mechanism. So far, the player has three ammo that will take 2 seconds to reload once depleting. But, I've noticed that if you spam during the cooldown, many projectiles will suddenly be instantiated after reloading and these do not affect the ammo count at all. Here's my player script:

 void Update()
 {
     //INPUT
     ProcessInputs();

     //SHOOTING
     Shoot();

     //UPDATING AMMO TEXT
     ammoText.text += " " + ammo.ToString();

 }
 void Shoot()
 {
     if (Input.GetKeyDown(KeyCode.Mouse0) && ammo > 0)
     {
         Instantiate(butterProjectile, transform);
         ammo--;
     }

     else if (ammo == 0)
     {
         StartCoroutine(Reload());
     }
 }

 IEnumerator Reload()
 {
     //RELOAD COOLDOWN
     yield return new WaitForSeconds(2f);

     //BACK TO FULL AMMO :D
     ammo = 3;
 }

(Sorry I know it's pretty basic code.) I doubt this has anything to do with the projectile script, but I can't seem to find anything wrong in this one. Any help would be most appreciated. Thank you :)

Edit: This issue also occurs after reloading and the ammo count goes all wild when I start spamming my mouse :(

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Arano · Jun 02, 2021 at 08:00 AM

try adding this:

 else if (ammo == 0 && !reloading)
      {
          StartCoroutine(Reload());
          reloading = true; //set to false at end of reload
      }

right now when ur ammo is 0, the 'reload' function is called 60 frames a second inside update, and at 60 frames a second your gun will reload and keep reloading a few seconds after its filled again

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image OatMilkLover · Jun 02, 2021 at 08:04 AM 0
Share

ACTUAL LIFESAVER :D TYSM!

avatar image
1

Answer by DenisIsDenis · Jun 02, 2021 at 08:09 AM

In your code, when the bullets run out, reload is activated every frame. A boolean variable must be entered to track the re-start of the recharge:

 bool isActiveReload; 
 void Update()
  {
      // your Update
  }
  void Shoot()
  {
      if (Input.GetKeyDown(KeyCode.Mouse0) && ammo > 0)
      {
          Instantiate(butterProjectile, transform);
          ammo--;
      }
      else if (ammo == 0 && !isActiveReload)
      {
          StartCoroutine(Reload());
      }
  }
  IEnumerator Reload()
  {
      //RELOAD COOLDOWN
      isActiveReload = true;
      yield return new WaitForSeconds(2f);
      //BACK TO FULL AMMO :D
      isActiveReload = false;
      ammo = 3;
  }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

158 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Prefab Shooting 0 Answers

Firing a particle effect prefab from your character 1 Answer

Destorying prefab and instanstiating again? 0 Answers

Physics on shooting objects/effects 1 Answer

Disable shooting whilst reloading? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges