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Question by JP313 · Apr 13 at 11:01 AM · gun

How can the ammo go to 31 at the start of a game?,How can I make The current ammo return to 31 at the start of a game?


How can I make it that the ammo goes toe 31 at the start of the game?


 using UnityEngine;
 public class Gun : MonoBehaviour {
 
     [Header("References")]
     [SerializeField] private GunData gunData;
     [SerializeField] private Transform cam;
     [SerializeField] private Transform R_Bullet;
     public GameObject Bullet_Emitter;
     public GameObject Bullet;
     public float Bullet_Forward_Force;
  
     
     float timeSinceLastShot;
 
     private void Start() {
         PlayerShoot.shootInput += Shoot;
         PlayerShoot.reloadInput += StartReload;
     }
 
     private void OnDisable() => gunData.reloading = false;
 
     public void StartReload() {
         if (!gunData.reloading && this.gameObject.activeSelf)
             StartCoroutine(Reload());
     }
 
     private IEnumerator Reload() {
         gunData.reloading = true;
 
         yield return new WaitForSeconds(gunData.reloadTime);
 
         gunData.currentAmmo = gunData.magSize;
 
         gunData.reloading = false;
     }
 
     private bool CanShoot() => !gunData.reloading && timeSinceLastShot > 1f / (gunData.fireRate / 60f);
 
     private void Shoot() {
         if (gunData.currentAmmo > 0) {
             if (CanShoot()) {
                 if (Physics.Raycast(cam.position, cam.forward, out RaycastHit hitInfo, gunData.maxDistance)){
                     IDamageable damageable = hitInfo.transform.GetComponent<IDamageable>();
                     damageable?.TakeDamage(gunData.damage);
 
                     GameObject Temporary_Bullet_Handler;
                     Temporary_Bullet_Handler = Instantiate(Bullet,Bullet_Emitter.transform.position,Bullet_Emitter.transform.rotation) as GameObject;
                     Temporary_Bullet_Handler.transform.Rotate(Vector3.left * 180);
                     Rigidbody Temporary_RigidBody;
                     Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent<Rigidbody>();
                     Temporary_RigidBody.AddForce(transform.forward * Bullet_Forward_Force);
                     Destroy(Temporary_Bullet_Handler, 10.0f);
 
                 }
 
                 gunData.currentAmmo--;
                 timeSinceLastShot = 0;
                 OnGunShot();
             }
         }
     }
 
     private void Update() {
         timeSinceLastShot += Time.deltaTime;
 
         Debug.DrawRay(cam.position, cam.forward * gunData.maxDistance);
     }
 
     private void OnGunShot() {  }
 }


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Answer by Caeser_21 · Apr 13 at 12:29 PM

Can't you just assign it in Start(), like :

  using UnityEngine;
  public class Gun : MonoBehaviour {
  
      [Header("References")]
      [SerializeField] private GunData gunData;
      [SerializeField] private Transform cam;
      [SerializeField] private Transform R_Bullet;
      public GameObject Bullet_Emitter;
      public GameObject Bullet;
      public float Bullet_Forward_Force;
      
      float timeSinceLastShot;
  
      private void Start() {
          PlayerShoot.shootInput += Shoot;
          PlayerShoot.reloadInput += StartReload;
          gunData.currentAmmo = 31; //This is the line you need to add
      }
  
      private void OnDisable() => gunData.reloading = false;
  
      public void StartReload() {
          if (!gunData.reloading && this.gameObject.activeSelf)
              StartCoroutine(Reload());
      }
  
      private IEnumerator Reload() {
          gunData.reloading = true;
  
          yield return new WaitForSeconds(gunData.reloadTime);
  
          gunData.currentAmmo = gunData.magSize;
  
          gunData.reloading = false;
      }
  
      private bool CanShoot() => !gunData.reloading && timeSinceLastShot > 1f / (gunData.fireRate / 60f);
  
      private void Shoot() {
          if (gunData.currentAmmo > 0) {
              if (CanShoot()) {
                  if (Physics.Raycast(cam.position, cam.forward, out RaycastHit hitInfo, gunData.maxDistance)){
                      IDamageable damageable = hitInfo.transform.GetComponent<IDamageable>();
                      damageable?.TakeDamage(gunData.damage);
  
                      GameObject Temporary_Bullet_Handler;
                      Temporary_Bullet_Handler = Instantiate(Bullet,Bullet_Emitter.transform.position,Bullet_Emitter.transform.rotation) as GameObject;
                      Temporary_Bullet_Handler.transform.Rotate(Vector3.left * 180);
                      Rigidbody Temporary_RigidBody;
                      Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent<Rigidbody>();
                      Temporary_RigidBody.AddForce(transform.forward * Bullet_Forward_Force);
                      Destroy(Temporary_Bullet_Handler, 10.0f);
  
                  }
  
                  gunData.currentAmmo--;
                  timeSinceLastShot = 0;
                  OnGunShot();
              }
          }
      }
  
      private void Update() {
          timeSinceLastShot += Time.deltaTime;
  
          Debug.DrawRay(cam.position, cam.forward * gunData.maxDistance);
      }
  
      private void OnGunShot() {  }
  }
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