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Question by $$anonymous$$ · Jun 18, 2019 at 06:28 PM · scripting problemgun scriptgunshealth

Need help with burst fire script / adjusting the amount of damage my gun does.

Hello, I'm having some trouble with the gun script I made. I need to know how to add a burst shot and add a timer in between shoots so it won't be a shotgun. And if you could help me on adjusting the amount of damage my gun does that would be much appreciated. Thank you in advance for the great help I'll get.

       Oh yeah Here's the script it's in C#





  
 using UnityEngine;
 using System.Collections;
 
 
 public class GunMagnum : MonoBehaviour
 {
     private const int V = 3;
 
     //Decal
     public GameObject decalHit;
   public float projectileDestroyTimer = 5f;
 
 
 
 
   //Ámmo
   public int maxAmmoTotal = 30; // Max ammo to carry Example: 30
   public int maxAmmoInClipTotal = 5; // Max ammo total to be able to reload Example: 5
   public int curAmmo = 30; // Current reloadable ammo Example: 30
   public int ammoInClip = 8; // Current ammo in clip Example: 5
   private bool isReloading = false;
 
 
 
 
   //Animation
   public string fireAnimation; //Shoot animation
   public string clipEmptyAnim; //Clip empty animation
   public string reloadAnimation; //Reload animation
   public float reloadTime = 1f; // How long it takes to reload
   public Animator reloadAnimations;
   public Animator ClipEmptyAnimations;
 
 
 
 
   //GameObjects
   public GameObject weapon; //Needed for aiming
   public ParticleSystem muzzleflash;
   public Animator FireAnimation;
   public AudioSource GunSounds;
 
 
 
 
   //Raycast
   private RaycastHit rayHit;
   public float shootDistance = 200f;
 
 
 
 
   //Recoil
   private float defaultRecoil = 50f;
   public float recoil = 50f;
   public float recoilAiming = 10f;
 
 
   //Aim
   public Vector3 aimPos = Vector3.zero;
   private Vector3 defaultPos = Vector3.zero;
   public float smoothTime; //How long it takes to get to the aiming position
   private Vector3 dampVelocity;
   private bool aiming = false;
 
 
   //Audio
   private AudioSource audioSource; //Audio source
   public AudioClip fireSound; //Sound when shooting
   public AudioSource clipEmptySound; //Sound when clip is empty
   public AudioSource reloadSound; //Sound when reloading
 
   //Weapon
   public float hitDamage = 12;
   public float LastTimeShot;
   public float TimeBetweenShots = 1;
   public float fireRate = 20f;
 
   private float nextTimeToFire = 0f;
 
 
   //Only for testing
   int removedAmmoRecently; //Only for testing
 
 
   void Start()
   {
     defaultPos = weapon.transform.localPosition;
     defaultRecoil = recoil;
     audioSource = GetComponent<AudioSource>();
   }
 
 
   void Update()
   {
     AimDownSight();
 
      if (Input.GetButton("Fire1") && Time.time >=nextTimeToFire) 
         {
             nextTimeToFire = Time.time + 1f / fireRate;
             Shoot();
       
     }
     if(Input.GetButtonDown("Fire2") && !isReloading)
     {
       aiming = !aiming;
     }
 
 
     if (Input.GetKeyDown(KeyCode.R) && !isReloading)
     {
       StartCoroutine("Reload");
     }
   }
 
 
   void Shoot()
   {
     if(ammoInClip != 0 && !isReloading)
     {
       PlaySound(fireSound);
       GunSounds.Play();
       muzzleflash.Play();
       PlayAnimation(fireAnimation);
       GetComponent<Animator>().Play("FireAnimation");
       ammoInClip--;
       Ray ray = Camera.main.ScreenPointToRay(new Vector3(Screen.width/2f + Random.Range(-recoil, recoil), Screen.height/2f + Random.Range(-recoil, recoil), 0f));
       if (Physics.Raycast(ray, out rayHit, shootDistance))
       {
         GameObject decalClone = (GameObject)Instantiate(decalHit, rayHit.point, Quaternion.LookRotation(rayHit.normal, Vector3.forward));
         Destroy(decalClone, projectileDestroyTimer);
 
         DoDamage(rayHit);
       }
     }
     else{
       clipEmptySound.Play();
       GetComponent<Animator>().Play("ClipEmptyAnimation");
     }
     Debug.Log("Ammo: " + ammoInClip + "/" + curAmmo);
   }
 
 
   void DoDamage(RaycastHit hit)
   {
     if(hit.transform.tag == "Enemy")
     {
       if(hit.transform.GetComponent<EnemyHealth>()) //You can change EnemyHealth, to the name of the script that contains the health of the enemy
       {
         hit.transform.GetComponent<EnemyHealth>().ApplyDamage (3);
       }
       Debug.Log(hit.transform.name + " has been hit");
     }
   }
 
 
   IEnumerator Reload()
   {
     //If ammoInClip example 5 is equal or greater than  0 and ammoInClip(5) is lower than maxAmmoInClipTotal(The max amount of ammo that can be in a clip) and curAmmo(how much ammo you have like 5/30) is greater than 0
     if (ammoInClip >= 0 && ammoInClip < maxAmmoInClipTotal && curAmmo > 0)
     {
       isReloading = true;
       reloadSound.Play();
       GetComponent<Animator>().Play("reloadAnimations");
       yield return new WaitForSeconds(reloadTime);
       removedAmmoRecently = 0; //You can remove this line, it's only for testing.
       for (int i = 0; i < maxAmmoInClipTotal; i++)
       {
         if (ammoInClip == maxAmmoInClipTotal || curAmmo <= 0)
         {
           break;
         }
         else
         {
           ammoInClip++;
           curAmmo--;
           removedAmmoRecently++; //You can remove this line, it's only for testing. | To check how much ammo has been removed
         }
       }
       isReloading = false;
       Debug.Log("Removed " + removedAmmoRecently + " " + "ammo from pocket ammo. Ammo: " + ammoInClip + "/" + curAmmo); //You can remove this line, it's only for testing. | Prints out how much ammo that has been removed, ammo you have in clip, and how much ammo that is left
     }
     else
     {
       yield break;
     }
   }
 
 
   void PlayAnimation(string anim)
   {
     if (anim != "")
     {
       weapon.GetComponent<Animation>().Play(anim);
     }
   }
 
 
   void PlaySound(AudioClip clip)
   {
     if (clip != null)
     {
       audioSource.PlayOneShot(clip);
     }
   }
 
 
   void AimDownSight()
   {
     if(aiming && weapon.transform.localPosition.normalized != aimPos.normalized)
     {
       weapon.transform.localPosition = Vector3.SmoothDamp (weapon.transform.localPosition, aimPos, ref dampVelocity, smoothTime);
       Debug.Log ("Aiming");
       recoil = recoilAiming;
     }
 
 
     if(!aiming && weapon.transform.localPosition.normalized != defaultPos.normalized)
     {
       weapon.transform.localPosition = Vector3.SmoothDamp (weapon.transform.localPosition, defaultPos, ref dampVelocity, smoothTime);
       Debug.Log ("UnAiming");
       recoil = defaultRecoil;
     }
   }
 
 
   void OnGUI()
   {
     GUILayout.Label("Ammo: " + ammoInClip + "/" + curAmmo);
   }
 }
   

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