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Question by Elon · Apr 16, 2014 at 02:30 AM · timedelay

Make Raycast shot the ray slower?

Hi , I've attached a Raycast function to my gun in order to tell it where do i hit and where to create the particle effect. And after that I've created an animation to it so it can look more realistic , but you can guess that i can shoot and apply damage faster then i can run the animation , so i want to make the raycast to take a 1second break until he can shoot again... earlier today i followed a tutorial about making youre enemy attack slower and i thought why not do the same to the raycast function...is it posible? if it is how to do it? Theres my Raycast function : #pragma strict

 var hitEffect : Transform;
 var TheDamage = 100;
 
 function Update ()
 {
         var hit : RaycastHit;
         var ray : Ray = Camera.main.ScreenPointToRay(Vector3(Screen.width * 0.5, Screen.height * 0.5, 0));
     
         if(Input.GetMouseButtonDown(0))
         {
 
             
         if (Physics.Raycast (ray, hit, 100)) // 100 = How far the bullet can get , means how far the bullet reaches from you and on...
         {
 
             var particleClone = Instantiate(hitEffect, hit.point, Quaternion.LookRotation(hit.normal));
             Destroy(particleClone.gameObject, 2); 
             hit.transform.SendMessage("ApplyDamage", TheDamage, SendMessageOptions.DontRequireReceiver);
         }
             
             
         }
 
 }

And theres a similar code applied to my enemy :

 var Distance;
 var Target : Transform;
 var lookAtDistance = 25.0;
 var chaseRange = 15.0;
 var AttackRange = 1.5;
 var moveSpeed = 5.0;
 var Damping = 6.0;
 var Controller : CharacterController;
 var gravity : float = 20.0;
 var attackRepeatTime = 2;
 var attackTime : float;
 private var MoveDirection : Vector3 = Vector3.zero;
 
 function Start ()
 {
  attackTime = Time.time;
 }
 
 function Update()
 {
     Distance = Vector3.Distance (Target.position, transform.position);
     
     if(Distance < lookAtDistance)
     {        
         lookAt();
     }
     
     if(Distance > lookAtDistance)
     {
         renderer.material.color = Color.green;
     }
     if (Distance < AttackRange)
     {
         attack();
     }
     else if(Distance < chaseRange)
     {
         
         chase();
     }
 }
 
 function lookAt()
 {
     renderer.material.color = Color.yellow;
     var rotation = Quaternion.LookRotation(Target.position - transform.position);
     transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Damping);
     
 }
 
 function chase()
 {
     renderer.material.color = Color.red;
     moveDirection = transform.forward;
     moveDirection *= moveSpeed;
     
     moveDirection.y -= gravity * Time.deltaTime;
     Controller.Move(moveDirection * Time.deltaTime);
 }
 
 function attack()
 {
     if(Time.time > attackTime)
     {
     Debug.Log ("Attack");
     attackTime = Time.time + attackRepeatTime;
     
     }
     
 }
 
 function ApplyDamage()
 {
     lookAtDistance += 30;
     chaseRange += 30;
     moveSpeed += 1;
 }


The code that make him slower is in the attack function...

so what do i need to add to my raycast function in order to make it shoot\applydamage with a delay of 1 second?

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avatar image getyour411 · Apr 16, 2014 at 03:24 AM 0
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Raycast has no speed in that sense, but you can wrap timer logic around it in the first script as you did in the second one.

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Answer by LuckedCoronet45 · May 21 at 03:11 AM

Sadly no... I have same wish, but I didn't found any tutorials about 'make raycast slower'.

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