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Question by Robertgold · Aug 29, 2017 at 11:27 AM · c#ienumeratorbugsreloadingweapon system

More bullets spawning that allowed

Hi,

Not sure why this happens but this code allows for more than 3 bullets to be fired after reloading. Am trying to work out why. I think it may be the time between checking which is this issues but I could be wrong.

Any help would be appreciated.

 public bool isFiring;
 public bool isReloading = false;

 public BulletController bullet; // Reference another script
 public float bulletSpeed; // bullet speed

 public float timeBetweenShots; // time between shots can be fired
 private float shotCounter;

 public Transform firePoint;

 public static int ammoRemaining = 3;
 public static int maxAmmo = 3;
 public Transform ammoText;


 // Use this for initialization
 void Awake () {
     isReloading = false;
     ammoRemaining = maxAmmo;
 }
 
 // Update is called once per frame
 void Update () {

     if(isFiring == true )
     {
         shotCounter -= Time.deltaTime;
         if(shotCounter <= 0 && ammoRemaining > 0 && isReloading == false)
         {
             shotCounter = timeBetweenShots;
             BulletController newBullet = Instantiate(bullet, firePoint.position, firePoint.rotation) as BulletController; // creates a new instance of the bullet
             newBullet.speed = bulletSpeed;
             ammoRemaining -= 1;
             ammoText.GetComponent<Text>().text = "Ammo:" + ammoRemaining;

         }
         

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

     }
     else
     {
         shotCounter = 0;


     }

 }

 public IEnumerator Reload()
 {
     isReloading = true;
     ammoText.GetComponent<Text>().text = "REL...";

     yield return new WaitForSeconds(2);
     ammoRemaining = maxAmmo;
     isReloading = false;
     ammoText.GetComponent<Text>().text = "Ammo:" + ammoRemaining;

 }
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