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Please help me with this shooting script.
I'm making my first game, a FPS, and something is wrong with shooting. When I shoot nothing happens, or at least I don't see the bullet. Here is the script I'm using. All of the variables should be self-explanatory but if you need me to explain what anything represents please ask. This might all be wrong considering that this is my first game, I'm 13 years old, and everything I know about C# and Unity I learned from a five day camp. Please see if you can find what's wrong and give me a hint on what I need to do.
using UnityEngine; using System.Collections;
public class Shoot : MonoBehaviour{
public int bulletSpeed;
public GameObject bullet;
public int ammo;
public int Cooldown;
void Start (){
ammo = 10;
}
IEnumerator OnMouseDown(){
if(ammo > 0){
ShootBullet ();
ammo --;
yield return new WaitForSeconds(Cooldown);
}
}
void ShootBullet (){
GameObject newBullet = (GameObject)Instantiate (bullet, this.transform.position, this.transform.rotation);
newBullet.rigidbody.AddForce (newBullet.transform.forward * bulletSpeed,ForceMode.VelocityChange);
Destroy (newBullet, 5.0f);
}
}
When you have a problem like this one, the first step is to collect information. For example, is On$$anonymous$$ouseDown() getting called? Is ShootBullet() getting called? Is Start() getting called? What is the value of bulletSpeed just before your Instantiate?
This info can be collected using Debug.Log() statements, or you can use the Debugger. Debugger info:
http://unitygems.com/debugging-game-monodevelop/
A couple of notes:
On$$anonymous$$ouseDown() requires a collider and is called when the specific game object the script is attached to is left clicked or touched.
Coroutines do not work the way you expect based on this code. That is, yielding for your 'Cooldown' does not prevent another call to On$$anonymous$$ouseDown() during the cool down period. You need to either expand this logic or find another way for a cooldown.
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