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Question by carlitos208 · Apr 10, 2020 at 04:30 PM · animationshootingdelayshootshooter

Help me to make a delay when shooting

Hi, Im making a Shooting Script for a multiplayer game and I want to have a delay of 1 sec when I shoot to let the animation finish. I tried to make it with corutines and IEnumerators but it didn't worked. This is the script:

using UnityEngine; using UnityEngine.Networking; using System.Collections;

[RequireComponent(typeof(WeaponManager))] public class PlayerShoot : NetworkBehaviour {

 private const string PLAYER_TAG = "Player";

 [SerializeField]
 private Camera cam;

 [SerializeField]
 private LayerMask mask;
 
 private PlayerWeapon currentWeapon;
 private WeaponManager weaponManager;

 public Animator anim;

 void Start()
 {
     if (cam == null)
     {
         Debug.LogError("PlayerShoot: No camera referenced!");
         this.enabled = false;
     }

     weaponManager = GetComponent<WeaponManager>();
     anim = GetComponentInChildren<Animator>();

 }
     

 void Update()
 {
     currentWeapon = weaponManager.GetCurrentWeapon();

     if (PauseMenu.IsOn)
         return;

     if (currentWeapon.bullets < currentWeapon.maxBullets)
     {
         if (Input.GetButtonDown("Reload"))
         {
             weaponManager.Reload();
             return;
         }
     }

     if (currentWeapon.fireRate <= 0f)
     {
         if (Input.GetButtonDown("Fire1"))
         {
             Shoot();
         }
     }
     else
      {
         if (Input.GetButtonDown("Fire1"))
         {
            InvokeRepeating("Shoot", 0f, 1f / currentWeapon.fireRate);
         }
        else if (Input.GetButtonUp("Fire1"))
         {
              CancelInvoke("Shoot");
         }
      }
 }

   

 //Is called on the server when a player shoots
 [Command]
 void CmdOnShoot()
 {
     RpcDoShootEffect();
 }

 //Is called on all clients when we need to to
 // a shoot effect
 [ClientRpc]
 void RpcDoShootEffect()
 {
     weaponManager.GetCurrentGraphics().muzzleFlash.Play();
 }

 //Is called on the server when we hit something
 //Takes in the hit point and the normal of the surface
 [Command]
 void CmdOnHit(Vector3 _pos, Vector3 _normal)
 {
     RpcDoHitEffect(_pos, _normal);
 }

 //Is called on all clients
 //Here we can spawn in cool effects
 [ClientRpc]
 void RpcDoHitEffect(Vector3 _pos, Vector3 _normal)
 {
     GameObject _hitEffect = (GameObject)Instantiate(weaponManager.GetCurrentGraphics().hitEffectPrefab, _pos, Quaternion.LookRotation(_normal));
     Destroy(_hitEffect, 2f);
 }

 

 [Client]
 void Shoot()
 {
     if (!isLocalPlayer || weaponManager.isReloading)
     {
         return;
     }

     if (currentWeapon.bullets <= 0)
     {
         weaponManager.Reload();
         return;
     }

     anim.SetTrigger("Shoot");

     currentWeapon.bullets--;

     Debug.Log("Remaining bullets: " + currentWeapon.bullets);

     //We are shooting, call the OnShoot method on the server
     CmdOnShoot();

     RaycastHit _hit;
     if (Physics.Raycast(cam.transform.position, cam.transform.forward, out _hit, currentWeapon.range, mask))
     {
         if (_hit.collider.tag == PLAYER_TAG)
         {
             CmdPlayerShot(_hit.collider.name, currentWeapon.damage, transform.name);
         }

         // We hit something, call the OnHit method on the server
         CmdOnHit(_hit.point, _hit.normal);
     }

     if (currentWeapon.bullets <= 0)
     {
         weaponManager.Reload();
     }
 }



 [Command]
 void CmdPlayerShot(string _playerID, int _damage, string _sourceID)
 {
     Debug.Log(_playerID + " has been shot.");

     Player _player = GameManager.GetPlayer(_playerID);
     _player.RpcTakeDamage(_damage);
 }

}

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