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Question by snow2405 · Oct 11, 2017 at 08:20 AM · classreloadammoweapon systemweaponchanging

Storing diffrent bullet amounts for different Weapons.

Hello, so i have a Prefab for my shoot and a reload function (in my player controller). Now i would like to add more than one weapon type(at the moment it just shoots on cklick), but i get stuck on the part were i have to store the diffrent ammo values. I search for a solution were i can change the Ammo values (on cklick) and the use these in my reload function. Thanks and sorry for typos in addvance, greetings from Switzerland.

 //This isthe reload function with the reload delay
 IEnumerator Reloading(float delay)
     {
         yield return new WaitForSecondsRealtime(delay);
         canreload = false;
         canfire = true;
 
        //as long as the Magazine has less bullets than the reserver Ammo
         if (TotalAmmoCapacity > Bulletcounter)
         {
             TotalAmmoCapacity = TotalAmmoCapacity - Bulletcounter;
             Bulletcounter = 0;
         }

         //if the Magzine requests more bullets than available in the reserve Ammo
         else
         {
             Bulletcounter1 = MagazineSize - Bulletcounter;
             MagazineSize = TotalAmmoCapacity + Bulletcounter1;
             TotalAmmoCapacity = 0;
             Bulletcounter = 0;
         }     
     }

 //Fire on cklick
 if (Input.GetButton("Fire1") && Time.time > nextFire && canfire == true)
             {
                 nextFire = Time.time + BulletFireRate;
                 AudioPlayNOW = true;
                 Instantiate(shot, shotspawn.position, shotspawn.rotation);
                 Bulletcounter++;
             }

I am searching now for over 2 days and google isnt my friend anymore. I would be really grateful over an example and not just some links.

I hope the question is not to noobish and i am just dumb.

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Answer by snow2405 · Oct 12, 2017 at 07:52 AM

Ok so i found the solution now myself, i made int arrays and filled them with the value from above.
public float[] BulletFireRate; public int[] MagazineSize; public bool canreload = false; public int[] TotalAmmoCapacity;`

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avatar image Hellium · Oct 12, 2017 at 08:01 AM 0
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I would advise to create a class/struct to hold those information :

 [System.Serializable]
 public struct WeaponData
 {
     public float FireRate;
     public int $$anonymous$$agazineSize ;
     public int TotalAmmoCapacity;
 }

Then, in your script declare as follow :

 public WeaponData[] weaponsData ;

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