Quantcast
Channel: Questions in topic: "issue"
Viewing all articles
Browse latest Browse all 827

Issue With Spare Ammo In Reload Script

$
0
0
Hey, I am new to scripting in Unity and decided to sit down and create some psuedocode for a reload script in C#. I started by listing variables that I believe would play an important role in a reloading script. Everything works just as I planned (to my surprise) however my issue is that when I click 'R' to reload, it subtracts a different number from my variable 'AmmoToReloadFrom' (spare ammo). My first time posting as well so don't be too harsh about any mistakes :) Thank you. public class ShootGun : MonoBehaviour { public Rigidbody bullet; public Transform bulletSpawn; public float bulletSpeed; public float AmmoToReloadFrom; public float MagSize; public float CurrentAmmo; public bool CanShoot = false; void Start () { } void Update () { if (Input.GetButton("Fire1") && CurrentAmmo > 0) { CanShoot = true; var bulletPrefab = (Rigidbody)Instantiate(bullet, bulletSpawn.position, bulletSpawn.rotation); bulletPrefab.rigidbody.AddForce(-transform.right * bulletSpeed); audio.Play(); CurrentAmmo--; } if (Input.GetButton("Reload") && AmmoToReloadFrom > 0) { CurrentAmmo = MagSize; AmmoToReloadFrom = AmmoToReloadFrom - 20; } } void OnGUI() { if (CurrentAmmo <= 0 && AmmoToReloadFrom > 0) { GUI.Label(new Rect (Screen.width / 2 - 100, Screen.height / 2 - 100, 250, 200), "Press R To Reload"); } if (AmmoToReloadFrom <= 0 && CurrentAmmo <= 0) { GUI.Label(new Rect (Screen.width / 2 - 100,Screen.height / 2 - 100, 250, 200), "No Ammo"); } } }

Viewing all articles
Browse latest Browse all 827

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>