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Question by CactoCult · Dec 16, 2015 at 10:25 AM · shootingshootshooterreloadreloading

Reload only when not firing

So I'm having an issue where my character can reload while he's still firing his gun. I tried implementing boolean values so that the script checks whether or not the player is firing their gun at the time they press the 'R' key,

However, I haven't gotten it quite there yet. Could someone possibly please offer an explanation as to how I can get my character to reload ONLY when they are not firing?

 void Update () 
     {
         timer += Time.deltaTime;
 
         checkAmmo ();                                                                    //Check if player has ammo
 
         if (Input.GetKey (KeyCode.Mouse0) && timer >= timeBetweenBullets && hasAmmo) {     //If the player has ammo                
             Shoot ();                                                                    //The player can shoot (refer to Shoot() function below)
         } 
 
         else 
         {
             isShooting = false;
         }
 
         if (timer >= timeBetweenBullets * effectsDisplayTime) 
         {
             DisableEffects();
         }
                                                                     //When the mouse button isn't held, then the player isn't shooting and thus shooting is false
 
         countAmmo ();
 
         Reload ();
     
     }
 
     public void DisableEffects()
     {
         //gunLine.enabled() = false;
         gunLight.enabled = false;
     }
 
     void Shoot()
     {
         isShooting = true;
 
         timer = 0f;
 
         gunAudio.clip = gunshotClip;
         gunAudio.Play();
 
         gunLight.enabled = true;
 
         gunParticles.Stop();
         gunParticles.Play();
 
         //gunLine.enabled = true;                                
         //gunLine.SetPosition(0, transform.forward);
 
         shootRay.origin = transform.position;
         shootRay.direction = transform.forward;
 
         if (Physics.Raycast (shootRay, out shootHit, range, shootableMask)) 
         {
             EnemyHealth enemyHealth = shootHit.collider.GetComponent<EnemyHealth>();
 
             if(enemyHealth != null)
             {
                 enemyHealth.TakeDamage(damagePerShot, shootHit.point);
             }
 
             //gunLine.SetPosition(1, shootHit.point);
         } 
 
         else 
         {
             //gunLine.SetPosition(1, shootRay.origin + shootRay.direction *range);
         }
 
         ammoCount -= 1;
     }
 
     void checkAmmo()
     {
         if (ammoCount > 0) 
         {
             hasAmmo = true;
         }
 
         else 
         {
             hasAmmo = false;
             reloadPromptText.text = "PRESS 'R' TO RELOAD";
 
             if(Input.GetKeyDown (KeyCode.Mouse0) && hasAmmo == false)
             {
                 gunAudio.clip = noAmmoClip;
                 gunAudio.Play ();
             }
 
         }
     }
 
     void Reload()
     {
         if (Input.GetKeyDown (KeyCode.R) && isShooting == false) //If the player has pressed the reload 'R' button AND isn't shooting
         {
             ammoCount = maxAmmoCount;                            //Reload!
 
             gunAudio.clip = reloadClip;
             gunAudio.Play ();
 
             reloadPromptText.text = "";
         }
     }
 
     void countAmmo()
     {
         ammoText.text = ammoCount + "/" + maxAmmoCount;
     }
 }
 

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Answer by DoctorChar · Apr 16, 2017 at 10:04 PM

Make Reloading an else to shooting so they cant both happen (keep the isreloading == false in the if statement, though).

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