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Question by Hewhoisseth · Jun 15, 2015 at 05:40 AM · raycastdelay

Raycasting delay when shooting?

Can someone help me modify my script so that it has an adjustable delay in between shots? For instance, I would like a one second delay added to this script: Thanks for your help!

pragma strict

var Effect : Transform; var TheDammage = 100;

function Update () {

 var hit : RaycastHit;
 var ray : Ray = Camera.main.ScreenPointToRay(Vector3(Screen.width*0.5, Screen.height*0.5, 0));
 
 if (Input.GetMouseButtonDown(0))
 {
     if (Physics.Raycast (ray, hit, 100))
     {
         var particleClone = Instantiate(Effect, hit.point, Quaternion.LookRotation(hit.normal));
         Destroy(particleClone.gameObject, 2);
         hit.transform.SendMessage("ApplyDammage", TheDammage, SendMessageOptions.DontRequireReceiver);
     }
 }
 

}

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Answer by davide2001 · Nov 14, 2015 at 07:27 PM

yeah it is not very hard. You must add a variable boolen. What do you want it is a firerate: your script with the fireRate can be this:

 var Effect : Transform; 
 var TheDammage = 100;
 var fireRate : float;
 var canFire : boolean;
 
 function Update () {
 
  var hit : RaycastHit;
  var ray : Ray = Camera.main.ScreenPointToRay(Vector3(Screen.width*0.5, Screen.height*0.5, 0));
  
  if (Input.GetMouseButtonDown(0))
  {
      if (Physics.Raycast (ray, hit, 100)&&canFire==false)
      {
          canFire=true;
          var particleClone = Instantiate(Effect, hit.point, Quaternion.LookRotation(hit.normal));
          Destroy(particleClone.gameObject, 2);
          hit.transform.SendMessage("ApplyDammage", TheDammage, SendMessageOptions.DontRequireReceiver);
          yield WaitForSeconds (fireRate);
          canFire=false;
      }
  }
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