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Question by
CyberArtist · Jan 17, 2015 at 08:43 PM ·
javascriptinstantiategun
Bullets not spawning (Instantiate)
Been following this tutorial: https://www.youtube.com/watch?v=VkNUDn7rdPY∈dex=13&list=PL5MghP-s6HUahXF3ss5wjseBCal9UpH_9
Unfortunately, no bullets spawn when hit the left mouse button.
Current script:
var mountObject : GameObject;
var player : GameObject;
var cameraMain : GameObject;
@HideInInspector
var gunXRotation : float;
@HideInInspector
var gunYRotation : float;
var zoomAngle : float = 24;
var fireSpeed : float = 15;
@HideInInspector
var waitTillNextFire : float = 0;
var bullet : GameObject;
var bulletSpawn : GameObject;
function Upddate ()
{
if(Input.GetButton("Fire1"))
{
if(waitTillNextFire <= 0)
{
if(bullet)
Instantiate(bullet, bulletSpawn.transform.position, bulletSpawn.transform.rotation);
waitTillNextFire = 1;
}
}
waitTillNextFire += Time.deltaTime * fireSpeed;
}
function LateUpdate ()
{
cameraMain.GetComponent(MouseLook).currentTargetCameraAngle = zoomAngle;
gunXRotation = cameraMain.GetComponent(MouseLook).currentXRotation;
gunYRotation = cameraMain.GetComponent(MouseLook).currentYRotation;
transform.position = mountObject.transform.position;
transform.rotation = mountObject.transform.rotation;
if (player.GetComponent(PlayerMovement).weaponReady == true)
{
mountObject.transform.rotation = Quaternion.Euler(gunXRotation, gunYRotation, 0);
}
}
Comment
Answer by Simon-Larsen · Jan 17, 2015 at 08:50 PM
I believe you've used the wrong operator. waitTillNextFire will never be less than or equal to 0 if you only increment its value - unless you're able to press fire in the very first Update() call.
waitTillNextFire -= Time.deltaTime * fireSpeed;
Update was ins$$anonymous$$d "Uppdate". Fixed it now.
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