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Question by Luka-Tubic · May 16, 2016 at 01:37 PM · pausedelay

Pause between action

using UnityEngine; using System.Collections;

public class enemyshoot : MonoBehaviour {

 public Transform spawnbulletenemy;
 public Rigidbody bullet;
 public float brzinametka = 5f;
 public Transform igrac;

 // Use this for initialization
 void Start () {
 
 }
 
 // Update is called once per frame
 void Update () {


         Rigidbody metakkojileti;
         metakkojileti = Instantiate (bullet, spawnbulletenemy.position, spawnbulletenemy.rotation) as Rigidbody;
         metakkojileti.AddForce (spawnbulletenemy.forward * brzinametka); 
     
 }

 void shoot()
 {


 }

}

This is my code , I want delay before evry shoot , is there any way to avoid corutines they look very complicated ?

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Answer by vittu1994 · May 16, 2016 at 02:37 PM

Easiest is to do a couroutine. By looking at the script its just firing all the time and i guess its what you want? You can do this easy by doing a couroutine and looping its content.

 void Start()
 {
     StartCouroutine(Shoot());
 }
 
 IEnumerator Shoot()
 {
     while(canShoot == true)
     {
         //your code
         yield return new WaitForSeconds(1);
     }
 }

There are other ways to control your loop if you dont want it to shoot at all times

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