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Question by Mihai · Oct 29, 2010 at 05:37 PM · firereload

Fire only if you don't reload

I am making an fps game and i have a weapon script.In this script i have 2 functions Reload and Fire.What i want is something like this:

function Update

 if (function Reload false)
 {
   Fire();
 }

Also i want to make the gun automatic via this script.Here it is:

var sound : AudioClip; var bulletSpeed = 100; var projectile : Rigidbody; var bullets = 30; var totalBullets = 60; var reloadTime = 3;

function Update () { Fire(); Reload(); }

function Fire () {

if(bullets > 0) { // Ctrl was pressed, launch a projectile if (Input.GetButtonDown("Fire1")) { // Instantiate the projectile at the position and rotation of this transform var clone : Rigidbody; clone = Instantiate(projectile, transform.position, transform.rotation);

     // Give the cloned object an initial velocity along the current 
     // object's Z axis
        clone.velocity = transform.TransformDirection (Vector3.forward * bulletSpeed);
        AudioSource.PlayClipAtPoint(sound, transform.position, 1);
     //take a bullet of our clip if firing       
        bullets -=1;
        GameObject.Find("bulletCounter").guiText.text = ""+totalBullets;
 }

}

}

function Reload() { if(bullets < 30) { if(Input.GetButtonDown("Reload"))
{ yield WaitForSeconds (reloadTime) ;

 if(totalBullets &gt; 0)
 {
    var transfer : int = 30 - bullets;

    if (transfer &gt; totalBullets) 
    { 
       transfer = totalBullets; 
    }
    bullets += transfer;
    totalBullets -= transfer;
  }
 }

 }
 }

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Answer by fherbst · Oct 29, 2010 at 07:56 PM

The structure would be better like this (at least in my opinion - there are for sure thousand ways to do this, but I think this one is quite clean and clear):

bool reloading = false; function Update() { if (Input.GetButtonDown("Reload")) Reload(); if ((!reloading) && Input.GetButtonDown("Fire1")) Fire(); }

function Fire() { if(bullets > 0) { // do stuff bullets -= 1; } else print("no more ammo - reload"); }

function Reload() { if(totalBullets > 0) { // Start reloading reloading = true; yield WaitForSeconds(reloadTime); // take from the totalBullets, add to the bullets // ... // finished reloading after reloadTime reloading = false; }
else print("no more ammo - RUN!"); }

(Code not tested, be prepared for errors :D - I also hope I haven't made any game logics mistakes).

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