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Linking weapon ammo
This is my rocket-launcher script:
var projectile : Rigidbody; var initialSpeed = 20.0; var reloadTime = 0.5; var ammoCount = 20; private var lastShot = -10.0;
function Fire () { // Did the time exceed the reload time? if (Time.time > reloadTime + lastShot && ammoCount > 0) { // create a new projectile, use the same position and rotation as the Launcher. var instantiatedProjectile : Rigidbody = Instantiate (projectile, transform.position, transform.rotation);
// Give it an initial forward velocity. The direction is along the z-axis of the missile launcher's transform. instantiatedProjectile.velocity = transform.TransformDirection(Vector3 (0, 0, initialSpeed));
// Ignore collisions between the missile and the character controller Physics.IgnoreCollision(instantiatedProjectile.collider, transform.root.collider);
lastShot = Time.time; ammoCount--;
} }
I have two rocket-launchers, So how can I make them share ammo, in other words how do I make the player have 20 rockets and you can use them for two launchers, so that they share ammo?
Answer by Alec-Slayden · Mar 02, 2011 at 09:45 PM
You could create that variable on one script, and have both launchers refer to it.
For example, you might consider having a script specifically for static variables for your player, like health and ammunition. if you had a script called PlayerDetails, with (example in javascript)
static var rockets : int = 4;
then instead of ammoCount-- you could do
PlayerDetails.rockets--;
/agree with this way of doing it, have a AmmoController
script that simply keeps track of all of your ammo types and each gun script.
A handy thing about the inspector is if you define an enumeration and then add a public
property to your gun with the type as the enumeration you get a nice dropdown menu.
Here's an example from the unify community wiki:
enum WeaponType { pistol, rifle, launcher}
var type : WeaponType = WeaponType.pistol;
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