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Question by siposferenc11 · Jul 08, 2020 at 06:20 AM · shootingbooleanammoreloading

Why did my boolean don't work?

So i watched a YT tutorial for ammo/reloading. Everything is fine but when i reload, i can shoot at the time.. i added booleans but it seems like nothing changed i still can shoot why reloading. Here's the script

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using TMPro;

public class lovesscript : MonoBehaviour {

 public float damage = 10f;
 public float range = 100f;
 public Camera fps;
 public int maxammo = 10;
 public int currentammo;
 private float reloadspeed = 1f;
 public bool reloading = false;
 public Animator animator;
 public TextMeshProUGUI bullettext;

 



 // Start is called before the first frame update
 void Start()
 {
     currentammo = maxammo;
     
     animator = gameObject.GetComponent<Animator>();
     

 }

 // Update is called once per frame
 void Update()
 {
     bullettext.text = currentammo.ToString();
     
     if(reloading)
         return;
     

     if(currentammo <= 0) {

     

     StartCoroutine(nowreloading());    
     return;
     
     }
     
 if (Input.GetButtonDown("Fire1"))     
             Shooting();

 
  
   

 void Shooting ()
    {
 
     
        
 
        
         currentammo--;    
         RaycastHit hit;
         if (Physics.Raycast(fps.transform.position, fps.transform.forward, out hit, range))
         {
             UnityEngine.Debug.Log(hit.transform.name);

             

         }
    }
 }
 
 IEnumerator nowreloading() {
     reloading = true;
     UnityEngine.Debug.Log("Reloading");
     
     animator.SetBool("needtoreload", true);
     
     yield return new WaitForSeconds(reloadspeed);
     
     animator.SetBool("needtoreload", false);
     
     currentammo = maxammo;
     
     reloading = false;
      
 }    
 
 void OnEnable() {
     reloading = false;
     animator.SetBool("needtoreload", false);
 }

}

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