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Question by samaxi · Jan 12, 2014 at 01:23 AM · guiraycastfpsmathcalculation

Unity Reload Bullets left

Hello, I am making a first person shooter game, but I have a problem with calculating bullets left. I want it so if you have like 5/7 bullets in the pistol and 14 bullets left and you reload it goes to 9 bullets left not 7.

Here is my code

 #pragma strict
  
 var bulletPrefab : Transform;
 var shootForce : float = 3000;
 var damage:float = 20;
 var range = 100.0;
 var force = 10.0;
 var Aim : boolean = false;
 var ADSCam : GameObject;
 var muzzleFlash : Renderer;
 var muzzleLight : Light;
 
 var bulletsInClip = 7;
 var clips = 3;
 
 
 function Start ()
 {
 muzzleFlash.enabled = false;
 muzzleLight.enabled = false;
 }
 
 function Update () {
 if(Input.GetMouseButtonUp(0)){
 if(bulletsInClip >= 1){
 fire();
 //audio clip
 }
 }
 if (Input.GetKeyDown (KeyCode.R)){
 if(bulletsInClip <= 7){
 Reload();
 }
 }
 
 if(Input.GetMouseButtonDown(1)){
 Aim = true;
 }
 if(Input.GetMouseButtonUp(1)){
 Aim = false;
 }
 if(Aim == true){
 ADSCam.active = true;
 } else {
 ADSCam.active = false;
 }
 }
  
 function fire(){
 bulletsInClip--;
 var instanceBullet = Instantiate(bulletPrefab,transform.position,Quaternion.identity);
 instanceBullet.rigidbody.AddForce(transform.forward*shootForce);
         
 var direction = transform.TransformDirection(Vector3.forward);
 var hit : RaycastHit;
     
 // Did we hit anything?
 if (Physics.Raycast (transform.position, direction, hit, range)) {
 Debug.DrawRay(transform.position, direction * range);
 // Apply a force to the rigidbody we hit
 if (hit.rigidbody)
 hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
 hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
 }
 muzzleFlash.renderer.enabled = true;
 muzzleLight.enabled = true;
 yield WaitForSeconds (0.04);
 muzzleFlash.renderer.enabled = false;
 muzzleLight.enabled = false;
 }
 
 function OnTriggerEnter(hit:Collider){
 if(hit.tag == "Enemy"){
 hit.transform.SendMessage("Damage",damage);
 }
 }
 
 function OnGUI(){
 GUI.Label (Rect (10, 10, 100, 200), "Bullets left: " + bulletsInClip);
 GUI.Label (Rect (10, 30, 100, 200), "Clips left: " + clips * 7);
 }
 
 function Reload(){
 yield WaitForSeconds (1.25);
 bulletsInClip = 7;
 clips = (clips - 1);
 }
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Answer by KellyThomas · Jan 12, 2014 at 01:37 AM

Insert this under line 11:

 var clipSize: int = 9;

Replace line 85 with:

 bulletsInClip = clipSize;

Now you can set the clip size using the inspector.

Edit: To update the GUI replace line 80 with:

 GUI.Label (Rect (10, 30, 100, 200), "Clips left: " + clips * clipSize);
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avatar image samaxi · Jan 12, 2014 at 02:20 PM 0
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Thank you but I need it to subtract amount of bullets in clip from total bullets left

avatar image KellyThomas · Jan 12, 2014 at 02:22 PM 0
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line 86 will decrement your clips variable.

As far I see that could remain unchanged.

avatar image samaxi · Jan 12, 2014 at 02:25 PM 0
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It didn't subtract anything when I just tested it.

avatar image samaxi · Jan 12, 2014 at 02:29 PM 0
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I figured it out, I added

 var AmountReloaded = 0;

and

 function Reload(){
 AmountReloaded = (clipSize - bulletsInClip);
 bulletsInClip = clipSize;
 bulletsLeft = (bulletsLeft - AmountReloaded);
 yield WaitForSeconds (1.25);
 }

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