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Question by grafic_regret · Dec 19, 2011 at 10:53 PM · timers

turret firing delay timer?

I am atempting to create a timer so that I can put a delay on my turrets fireing. Here is my code, it works as long as I dont try to put the timer in.

 var nearestEnemy :GameObject ;
 var enemies : GameObject[];
 var distance : float;
 var radius : float = 15.0f;
 var speed = 20;
 var projectile : Rigidbody;
 var fireTime : int = 0;
 var timer : float = Time.deltaTime * 1;
 var tower : GameObject;
 function Update()
 {
   enemies = GameObject.FindObjectsWithTag("enemy");
   var nearestDistance : float = 9999999.9f;
    for(var enemy : GameObject in enemies)
    {
       distance = (transform.position - enemy.transform.position).sqrMagnitude;
       if(distance < nearestDistance;)
       {
           nearestDistance = distance;
           nearestEnemy = enemy;
       }
    }
    if(nearestDistance <= radius)
    {
       transform.LookAt(nearestEnemy.transform.position);
       if(timer == fireTime)
       {
          var instantiatedProj = Instantiate(projectile, tower.transform.position, tower.transform.rotation);
          Debug.Log(tower.transform.position + " " + instantiatedProj.transform.position);
          instantiatedProj.velocity =    transform.TransformDirection(Vector3( 0, 0, speed));
          Physics.IgnoreCollision(instantiatedProj.collider, transform.root.collider);
          fireTime = (fireTime + 5);
       }
    }
 }
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Answer by syclamoth · Dec 19, 2011 at 11:16 PM

You can't define a class variable in a dynamic way like

 var timer : float = Time.deltaTime * 1;

If anything, this will evaluate once on the first frame and never update again (if it even compiles).

What you should be doing instead, is using

 private var timer : float = 0;

then in Update-

 timer += Time.deltaTime;

And then before you would shoot

 if(timer >= fireTime)
 {
     // Shoot a bullet!
     timer -= fireTime;
 }

Then, make sure fireTime is set up in the inspector as the number of seconds between shots. (also make fireTime a float)

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avatar image grafic_regret · Dec 24, 2011 at 08:04 PM 0
Share

Thanks,

I'm still a student learning and my instructor is not much help, he'd rather just do it for me or tell me something off subject.

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Answer by Aleron · Dec 19, 2011 at 11:49 PM

syclamoth's answer should take care of your issue. You could also look at moving your shooting code into a separate method and then use MonoBehaviour.Invoke() (or possibly InvokeRepeating depending on your needs) to invoke it 5 seconds later (then set some kind of flag to designate that the turret is trying to fire so it doesn't keep firing over and over)

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