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Question by fraubolat · Jun 27, 2020 at 10:07 AM · raycastparticlesprogrammingshootingscritping

problem with scripting

i have this script and the problem is when ever i press fire it works fine but then the fire particle system keep spawning even though i am not pressing fire. here is the script

 using System.Collections;
 using System.Collections.Generic;
 using System.Text;
 using TMPro;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class shootak47 : MonoBehaviour
 {
     
     public Transform wheretoshoot;
     int range = 1000;
      private bool ishooting = false;
     bool isreloading = false;
     public int bullet = 30;
     public int currentbullet;
     const float fireDelay = 0.13f;
     float delayTimer = 0;
     public GameObject sprite;
     enemyhealth health;
     realhealth Realhealth;
     float random = 0.03f;
     public GameObject bulleteffect;
     public Transform wheretospawnbuleltefect;
     public ParticleSystem smoke;
     public ParticleSystem fire;
     void Start()
     {
         currentbullet = bullet;
         smoke.Pause();
         fire.Stop();
     }
 
     void Update()
     {
  
         if (delayTimer > 0)
         {
             delayTimer -= Time.deltaTime;
             if (delayTimer < 0) delayTimer = 0;
         }
 
  
 
         if (Input.GetButton("Fire1"))
         {
             if (delayTimer == 0)
             {
                
                 shooting();
                 delayTimer = fireDelay;
                 
             }
         }
     
 
 
         
     }
 
     public void shooting ()
     {
         
 
         if (currentbullet == 0)
         {
             smoke.Play();
             return;
 
         }
         
         if(!ishooting)
         {
             RaycastHit Hit;
 
 
             Vector3 dic = wheretoshoot.transform.forward;
             dic = dic + wheretoshoot.TransformDirection(new Vector3(Random.Range(-random, random), Random.Range(-random, random)));
 
 
             if (Physics.Raycast(wheretoshoot.position, wheretoshoot.TransformDirection(Vector3.forward), out Hit, range))
             {
                 fire.Play();
                 Instantiate(bulleteffect, wheretospawnbuleltefect.position, Quaternion.Euler(new Vector3(Random.Range(-90,90),Random.Range(-90,90))));
                
                 
 
 
                 Instantiate(sprite, Hit.point, Quaternion.LookRotation(Hit.normal));
 
                 Realhealth = Hit.transform.GetComponent<realhealth>();
 
                  health = Hit.transform.GetComponent<enemyhealth>();
 
                 if(health != null )
                 {
                     health.takedamge(20);
                     
                 }
                 if(Realhealth != null)
                 {
                     Realhealth.takedamge(20);
                 }
             }
         }
         currentbullet--;
         if(currentbullet == 0)
         {
 
             StartCoroutine(delaybetweenshots());
         }
     }
 
 
     IEnumerator delaybetweenshots()
     {
 
         yield return new WaitForSeconds(2f);
         currentbullet = bullet;
         smoke.Stop();
 
     }
 }

 
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Answer by Saint-Pasteque · Jun 27, 2020 at 10:47 AM

@fraubolat Hey, i see in line 80-80 :

              **fire.Play();**

but you never do fire.Stop() except in the start()

Maybe it's what you've done wrong ?

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avatar image fraubolat · Jun 27, 2020 at 06:22 PM 0
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oh ya that is right but do u now hot stop after i shoot ??? and thanks

avatar image Saint-Pasteque fraubolat · Jun 27, 2020 at 07:46 PM 0
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I will suppose by fire you mean "muzzle flash". If i'm right, juste use a coroutine that stop after 0.5 second as you did for smoke.

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