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Question by drift501 · Jul 07, 2013 at 09:27 AM · javascriptfunctionhow to

How to call functions from update function

Hello. I have written myself a gun script using snippets of code I have found on the internet. I have modified it so that firing and reloading are there own seperate function instead of being in the update function so I have more control over them but I have kept my inputs handled it the update function. I want to know how to call upon my fire and reload functions from my update function var prefabBullet:Transform; var shootForce:float; var shots : int = 0; var maxShots : int = 100; var timeBetweenShots = .02; var shootSound : AudioClip; var reloadSound : AudioClip;

 function Update()
 {
     if(Input.GetButtonDown("Fire1") && shots < maxShots)
     {
        //Call fire function
     }
     else if (shots >= maxShots && Input.GetKeyDown(KeyCode.R))
     {
         //Call reload function
     }
 }
 
 function Fire()
 {
     var instanceBullet = Instantiate(prefabBullet, transform.position, Quaternion.identity);
     instanceBullet.rigidbody.AddForce(transform.forward * shootForce);
     audio.PlayOneShot(shootSound);
     animation.CrossFade("M60Fire");
     shots++;
     yield WaitForSeconds (timeBetweenShots);
     //Call the fire function again  
 }
 
 
 function Reload()
 {
    shots = 0;
    animation.CrossFade("M60Reload");
 }

Any help is appreciated. Thanks, Zac

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Answer by Graham-Dunnett · Jul 07, 2013 at 09:37 AM

 if(Input.GetButtonDown("Fire1") && shots < maxShots)
 {
    //Call fire function
    Fire();
 }
 else if (shots >= maxShots && Input.GetKeyDown(KeyCode.R))
 {
     //Call reload function
     Reload();
 }
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avatar image drift501 · Jul 07, 2013 at 10:23 AM 0
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Ah. It seems so obvious now. Thanks for this.

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