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This question was closed Mar 15, 2018 at 01:03 PM by Carbide1 for the following reason:

The question is answered, right answer was accepted

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Question by Carbide1 · Mar 02, 2018 at 02:02 PM · c#3dfpsreloadammo

how do i make a ammo and reload system

I have been making a simple FPS game and have a fairly good script but no matter what i search i can't find a solution that works what i want is a system that auto reloads after the mag of 30 bullets is shot or reloaded with the R key at any point i have completed the reload with r key

Here is my code if anyone has a solution

 public GameObject bulletPrefab;
 public Transform bulletSpawn;
 public float velocity;
 private int Ammo;
 Animator anim;
 private int One = 1;

 void Start()
 {
     Ammo = 30;
     anim = gameObject.GetComponent<Animator>();
 }

void Update() { if (Input.GetMouseButtonDown (0)) {

     if (Ammo > 0) 
     {
         Fire ();
         Ammo = Ammo - One;
     }
             
     else;
     {
         anim.SetTrigger ("Reload");
         Ammo = 30;    
     }
             
         
     }

     if (Input.GetKeyDown (KeyCode.R))
         anim.SetTrigger ("Reload");
         Ammo = 30;



} void Fire() {

 var bullet = (GameObject)Instantiate (
     bulletPrefab,
     bulletSpawn.position,
     bulletSpawn.rotation);

     bullet.GetComponent<Rigidbody>().velocity = bullet.transform.forward * velocity;

 Destroy(bullet, 5.0f);

} }

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Best Answer

Answer by Helical · Mar 02, 2018 at 02:45 PM

Oh boy,

Lets try looking into where you fire the ammo

 if (Ammo > 0) 
      {
          Fire ();
          Ammo = Ammo - One; // <---- Ammo deduction line
      }

After your ammo deduction line, you could possibly check if you need a reload

 if (Ammo > 0) 
      {
          Fire ();
          Ammo = Ammo - One;
          if( Ammo == 0 ){
            anim.SetTrigger ("Reload");
            Ammo = 30; 
          }
      }


However this will mean you will Reload at the same time you will Fire your last bullet. Creating Animator bugs.

Try to put the Reloading into a function, and wait on it.

 void Reload(){
             anim.SetTrigger ("Reload");
             Ammo = 30; 
 }

Now use the Unity Invoke method, this can call functions after some time https://docs.unity3d.com/ScriptReference/MonoBehaviour.Invoke.html

 if (Ammo > 0) 
      {
          Fire ();
          Ammo = Ammo - One;
          if( Ammo == 0 ){
            Invoke("Reload", 3f);
          }
      }

*Note judging by your current code I gave you advice that is in accordance, Nothing here is an actual system or works very well.

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avatar image Carbide1 · Mar 05, 2018 at 11:42 AM 0
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@Helical i have figured out what i did wrong but you can bypass the reload if you just spam click is there a way to stop this?

avatar image Harinezumi Carbide1 · Mar 05, 2018 at 12:37 PM 0
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Before shooting check if the reload animation is playing. If it does, then don't allow shooting (or reloading either). Also, don't allow reloading when Ammo == 30 either, to avoid infinitely reloading.

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