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Question by fraubolat · Jun 04, 2020 at 04:40 PM · shootingreloadammoreloadingshoots

reloading script problem

hi i want to reload when ever the player press "r" and the current bullets aren't 30 but it dose not work here is the script using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.UI;

 public class shootak47 : MonoBehaviour
 {
     public Transform wheretoshoot;
     int range = 1000;
     bool ishooting = false;
     bool isreloading = false;
     public int bullet = 30;
     public int currentbullet;
     const float fireDelay = 0.25f;
     float delayTimer = 0;
     public GameObject sprite;
     enemyhealth health;
 
    
 
     void Start()
     {
         currentbullet = bullet;
     }
 
     void Update()
     {
         if (delayTimer > 0)
         {
             delayTimer -= Time.deltaTime;
             if (delayTimer < 0) delayTimer = 0;
         }
 
         if(Input.GetKeyDown(KeyCode.R))
         {
             
             if(currentbullet <= 29 && !isreloading)
             {
                 isreloading = true;
                 StartCoroutine(delaybetweenshots());
                 isreloading = false;
             }
 
         }
 
 
         if (Input.GetButton("Fire1"))
         {
             if (delayTimer == 0)
             {
                 shooting();
                 delayTimer = fireDelay;
                 
             }
         }
 
         Debug.Log(currentbullet);
         
     }
 
     public void shooting ()
     {
         
         if (currentbullet == 0) return;
         if (isreloading == true) return;
         
         
         if(!ishooting)
         {
             RaycastHit Hit;
 
 
 
 
             if (Physics.Raycast(wheretoshoot.position, transform.forward, out Hit, range))
             {
                
                 
                      Instantiate(sprite, Hit.point, Quaternion.LookRotation(Hit.normal));
                         
 
                  health = Hit.transform.GetComponent<enemyhealth>();
 
                 if(health != null)
                 {
                     health.takedamge(20);
                 }
             }
         }
         currentbullet--;
         if(currentbullet == 0)
         {
             StartCoroutine(delaybetweenshots());
         }
     }
 
 
    IEnumerator delaybetweenshots()
    {
         
         yield return new WaitForSeconds(2f);
         currentbullet = bullet;
         
    }
 
 }
 
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