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Question by FlammingFart · Feb 01, 2013 at 02:24 PM · guninterval

damage cooldown

how to do a damage cooldown just like when you have a gun and there is an interval on every shot

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Answer by Lockstep · Feb 01, 2013 at 04:48 PM

Just define a boolean to check if you want to recieve damage. Maybe like this example written in C#:

Inside of your monobehaviour:

 public float invulTime = 1f // The time you stay invulnerable after a hit
 public float health = 100; // The players health obviously
 
 private bool invulnerable = false;  // this boolean gets checked inside of the Damage function.
 
 public void ApplyDamage(float dmg){
     if(!invulnerable){
         health -= dmg;
         StartCoroutine(JustHurt());
     }
 }
 
 IEnumerator JustHurt(){
     invulnerable = true;
     yield return new WaitForSeconds(invulTime);
     invulnerable = false;
 }
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avatar image FlammingFart · Feb 12, 2013 at 05:03 AM 0
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how about in javascript?

avatar image Lockstep · Feb 12, 2013 at 06:34 PM 0
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 public someType someVariable= something;

becomes

 var someVariable : someType = something;

that applies for every variable(bool becomes boolean thought). Js will also recognize the type on its own so you can leave out the declaration. I.e. if you type

 var invultime = 1.0;

Js will know that invultime is a float. Same goes for functions:

 public void SomeFunction ()

becomes

 function SomeFunction() : void

again this applies for any function. You also don't need to declare the return type for the function (in this case nothing noted by the word "void"). And it will know if it's a regular function or a coroutine (Ienumerator) on its own. Finally ins$$anonymous$$d of

 yield return new WaitForSeconds(someFloat);

you can simply use

 yield WairForSeconds(someFloat);

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