Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 Max 4 · May 27, 2011 at 07:53 AM · timewaitforsecondslimit

Limiting the time my gun can shoot

I am trying to limit the rate of fire for my gun. I use this script:

 function Update () 
 {
     machineflash = GameObject.FindWithTag("machineflash");
     // raycast settings
     var direction = transform.TransformDirection(Vector3.forward);
     var hit : RaycastHit;
     var localOffset = transform.position;
     
     // check to see if user has clicked
     if(Input.GetButton("Fire1"))
     {
         {
         // if so, did we hit anything?
         if (Physics.Raycast (localOffset, direction, hit, 400)) 
         {
             // just so we can see the raycast
             Debug.DrawLine (localOffset, hit.point, Color.cyan);
             // print to console to see if we have fired
             print("we have fired!");
             // send damage report to object
             hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
         }
         AudioSource.PlayClipAtPoint(gunshot,transform.position);
         Instantiate (muzzleflash, machineflash.transform.position, transform.rotation);
         }
 }

But whenever I try to put a WaitForSeconds, it says that function Update() cannot be a coroutine. How can I fix this.

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

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by homeros · May 27, 2011 at 07:57 AM

You can use a boolean to prevent fire and set it outside of Update in a coroutine.

 if(Input.GetButton("Fire1") && !gunFired)
 {
    StartCoroutine(GunFire());
 }

use this outside of Update

 function GunFire()
 {
    gunFired = true;
    yield WaitForSeconds(1);
    gunFired = false;
 }
Comment
Add comment · Show 8 · 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 Max 4 · May 27, 2011 at 08:07 AM 0
Share

Assets/Player/machinegun.js(16,41): BCE0005: $$anonymous$$ identifier: 'gunFired'.

avatar image homeros · May 27, 2011 at 08:16 AM 0
Share

var gunFired : bool = false;

use this on top of your code as a field.

avatar image Max 4 · May 27, 2011 at 08:22 AM 0
Share

Where do I put the first part? It doesn't seem to work.

avatar image homeros · May 27, 2011 at 08:27 AM 0
Share

I don't exactly know which one you meant by first part but i'll list everything.

-put "var gunFired : bool = false;" on top of your code, outside of every function.

-replace "if(Input.GetButton("Fire1"))" with "if(Input.GetButton("Fire1") && !gunFired)"

-put "StartCoroutine(GunFire());" on the first line inside if statement

-put function GunFire() { gunFired = true; yield WaitForSeconds(1); gunFired = false; }

anywhere outside of Update function.

avatar image Max 4 · May 27, 2011 at 08:44 AM 0
Share

Thanks mate, works like a charm. It was more complicated than anything I could have figured out.

Show more comments

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

2 People are following this question.

avatar image avatar image

Related Questions

Waitforseconds vs Time 2 Answers

Temporarily disable blayer movement? 1 Answer

OnCollisionEnter as IEnumerator problem (WaitForSecond) 2 Answers

I want to have cancelinvoke start multiple seconds arfter object becomes invisible 1 Answer

Gun script help 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