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Question by tss · Jun 29, 2012 at 07:04 AM · animationjavascripttimegunwaitforseconds

Gun script help

I have a gun script but I can shoot as fast as I want and Make the animation and sounds skip. So I fire as fast as i can click the mouse. I tried putting this into my code yield new WaitForSeconds(5); but it says "Update() can not be a coroutine". here the code. (Its a JS) (ps. I'm so sorry, still can not code to look right) Any example/help would be nice. Thanks

 var bullet: Rigidbody;
 var speed = 50;
 var AMMO = 5;
 var c : AudioSource;
 
 function Update(){
     if(Input.GetButtonDown("Fire2")){
         if(AMMO > 0){
            animation.Play("shoot");
            audio.Play();
              var clonedBullet : Rigidbody = Instantiate(bullet,transform.position,transform.rotation);
             clonedBullet.velocity = transform.TransformDirection(Vector3(0,0,speed));
             AMMO--;
             yield new WaitForSeconds(5);
         }else{
             c.audio.Play();
            animation.Play("reload");
            AMMO = 5;
            yield new WaitForSeconds(5);
         }
     } 
 }
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Answer by fafase · Jun 29, 2012 at 07:51 AM

You cannot call yield new WaitForSeconds(5); in the Update you need to create a coroutine/function outside of it that is called inside the Update.

I guess your point is to wait for 5 sec before being able to shoot again. You might want to use a timer instead. yield new WaitForSeconds(5); is only going to delay each call, so at first , it will wait 5 sec but then you will have all of your calls coming up.

 var timer:float;
 
 function Update(){
     timer += Time.deltaTime;
     if(Input.GetButtonDown("Fire2")){
         if(timer>5){
            if(AMMO > 0){
               animation.Play("shoot");
               audio.Play();
               var clonedBullet : Rigidbody =Instantiate(bullet,transform.position,transform.rotation);
               clonedBullet.velocity = transform.TransformDirection(Vector3(0,0,speed));
               AMMO--;
               timer = 0;
            }else{
              c.audio.Play();
              animation.Play("reload");
              AMMO = 5;
              timer=0
           }
       } 
    }
 }


That could fix your issue.

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