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Question by FuriousCreeper · Oct 31, 2019 at 04:56 PM · animationgunswitching

Weapon Switching when reload animation is playing

I'm working on a FPS Game and everything seems to work but i have a problem : i have 3 weapons, i'm reloading the first one and switch to the second one with the mouse scrollwheel. When i switch back to the first weapon, my reload animation stopped at the moment when i switched to the second Weapon (and the animation stay like this).

Looks like this :alt text

Script of gun Shooting :

 using System.Collections;
 using UnityEngine;
 
 public class Gun : MonoBehaviour
 {
     public float damage = 10f;
     public float range = 100f;
     public float FireRate = 15f;
 
     public int maxAmmo = 10;
     private int currentAmmo;
     public float reloadTime = 1f;
 
     public Camera fpsCam;
     public ParticleSystem MuzzleFlash;
     public GameObject ImpactEffect;
     public AudioClip ShootSound;
     private float nextTimeToFire;
     private bool IsReloading = false;
 
     public Animator animator;
 
     void Start()
     {
         currentAmmo = maxAmmo;
     }
 
     void OnEnable()
     {
         IsReloading = false;
         animator.SetBool("Reload", false);
     }
 
     
 
     void Update()
     {
         if (IsReloading)
             return;
 
         if (currentAmmo <= 0)
         {
             StartCoroutine(Reload());
             return;
         }
 
 
 
 
         if (Input.GetButton("Fire1") && Time.time >= nextTimeToFire)
         {
             nextTimeToFire = Time.time + 1f / FireRate;
             GetComponent<AudioSource>().PlayOneShot(ShootSound);
             Shoot();
 
         }
     }
 
     IEnumerator Reload()
     {
         IsReloading = true;
         
         animator.SetBool("Reload", true);
         yield return new WaitForSeconds(reloadTime - .25f);
         animator.SetBool("Reload", false);
         yield return new WaitForSeconds(.25f);
 
         currentAmmo = maxAmmo;
         IsReloading = false;
 
         
     }   
     
 
 
 
     void Shoot()
     {
 
         MuzzleFlash.Play();
         currentAmmo--;
 
         RaycastHit hit;
         if(Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
         {
             
         }
 
         GameObject impactGO = Instantiate(ImpactEffect, hit.point, Quaternion.LookRotation(hit.normal));
         Destroy(impactGO, 1f);
 
             
     }
 
 
 
 }
 

And the script of weapon switching :

 using UnityEngine;
 
 public class WeaponSwitching : MonoBehaviour
 {
     public int selectedWeapon = 0;
 
 
     void Start()
     {
         SelectWeapon();
     }
 
     // Update is called once per frame
     void Update()
     {
         int previousSelectedWeapon = selectedWeapon;
 
 
 
         if (Input.GetAxis("Mouse ScrollWheel") > 0)
         {
             if (selectedWeapon >= transform.childCount - 1)
                 selectedWeapon = 0;
             else
                 selectedWeapon++;
  
 
         }
 
         if (Input.GetAxis("Mouse ScrollWheel") < 0)
         {
             if (selectedWeapon <= 0)
                 selectedWeapon = transform.childCount - 1;
             else
                 selectedWeapon--;
 
 
         }
 
         if(previousSelectedWeapon != selectedWeapon)
         {
 
             SelectWeapon();
         }
 
 
 
     }
 
     void SelectWeapon()
     {
         int i = 0;
         foreach (Transform weapon in transform)
         {
             if (i == selectedWeapon)
                 weapon.gameObject.SetActive(true);
             else
                 weapon.gameObject.SetActive(false);
             i++;
         }
     }
 }

I can still shoot and if i reload again, my animation is freaking out

Someone has a suggestion ?

reloadanimbroken.png (240.7 kB)
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