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Problem with Ammo & Reloading

JoyfullJoyfull Member
edited April 24 in Programming

As seen in the Brackeys video (Ammo & Reloading (FPS Game)) when I play the reload animation and then switch my weapon and then go back to my previous weapon, the animation gets all messed up and the gun is in a weird position.


What it is SUPPOSED to be like.


What happens after reloading and switching. (the gun gets slightly distorted from it's original position)


This is my gun script:

--------------------------------

using UnityEngine;

using System.Collections;


public class Gun : MonoBehaviour

{

  public float damage = 10f;

  public float range = 100f;

  public float fireRate = 15f;

  public float impactForce = 100f;


  public int maxAmmo = 10;

  private int currentAmmo;

  public float reloadTime = 1f;

  private bool isReloading = false;


  public Camera fpsCam;

  public ParticleSystem muzzleFlash;

  public GameObject impactEffect;


  private float nextTimeToFire = 0f;


  public Animator animator;




  private void Start()

  {

    currentAmmo = maxAmmo;

  }

  void OnEnable()

  {

    isReloading = false;

    animator.SetBool("Reloading", false);

  }


  // Update is called once per frame

  void Update()

  {

    if (isReloading)

      return;


    if(currentAmmo <= 0)

    {

      StartCoroutine(Reload());

      return;

    }


    if (Input.GetKeyDown(KeyCode.R) && currentAmmo < maxAmmo)

    {

      StartCoroutine(Reload());

    }


    if (Input.GetButton("Fire1") && Time.time >= nextTimeToFire)

    {

      nextTimeToFire = Time.time + 1f / fireRate;

      Shoot();

    }

  }


  IEnumerator Reload()

  {

    isReloading = true;

    Debug.Log("RELODING...");


    animator.SetBool("Reloading", true);


    yield return new WaitForSeconds(reloadTime - .25f);

    animator.SetBool("Reloading", false);

    yield return new WaitForSeconds(.25f);


    currentAmmo = maxAmmo;

    isReloading = false;

  }


  void Shoot()

  {


    muzzleFlash.Play();


    currentAmmo--;


    RaycastHit hit;


    if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))

    {

      Debug.Log(hit.transform.name);


      Target target = hit.transform.GetComponent<Target>();

      if (target != null)

      {

        target.TakeDamage(damage);

      }


      if (hit.rigidbody != null)

      {

        hit.rigidbody.AddForce(-hit.normal * impactForce);

      }


      GameObject impactGO = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));

      Destroy(impactGO, 2f);


    }

  }


}

-----------------------------------

AND THIS IS MY WEAPON SWITCHING SCRIPTS IF U NEED IT!!!!

=================================================


using UnityEngine;


public class WeaponSwitching : MonoBehaviour

{


  public int selectedWeapon = 0;


  // Start is called before the first frame update

  void Start()

  {

    SelectWeapon();

  }

  void Update()

  {


    int PreviousSelectedWeapon = selectedWeapon;


    if (Input.GetAxis("Mouse ScrollWheel") < 0f)

    {

      if (selectedWeapon >= transform.childCount - 1)

        selectedWeapon = 0;

      else

        selectedWeapon++;

    }


    if (Input.GetAxis("Mouse ScrollWheel") > 0f)

    {

      if (selectedWeapon <= 0)

        selectedWeapon = transform.childCount - 1;

      else

        selectedWeapon--;

    }


    if (Input.GetKeyDown(KeyCode.Alpha1))

    {

      selectedWeapon = 0;

    }


    if (Input.GetKeyDown(KeyCode.Alpha2) && transform.childCount >= 2)

    {

      selectedWeapon = 1;

    }


    if (Input.GetKeyDown(KeyCode.Alpha3) && transform.childCount >= 3)

    {

      selectedWeapon = 2;

    }


    if (Input.GetKeyDown(KeyCode.Alpha4) && transform.childCount >= 4)

    {

      selectedWeapon = 3;

    }


    if (Input.GetKeyDown(KeyCode.Alpha5) && transform.childCount >= 5)

    {

      selectedWeapon = 4;

    }


    if (Input.GetKeyDown(KeyCode.Alpha6) && transform.childCount >= 6)

    {

      selectedWeapon = 5;

    }


    if (Input.GetKeyDown(KeyCode.Alpha7) && transform.childCount >= 7)

    {

      selectedWeapon = 6;

    }


    if (Input.GetKeyDown(KeyCode.Alpha8) && transform.childCount >= 8)

    {

      selectedWeapon = 7;

    }


    if (Input.GetKeyDown(KeyCode.Alpha8) && transform.childCount >= 9)

    {

      selectedWeapon = 8;

    }


    if (PreviousSelectedWeapon != selectedWeapon)

    {

      SelectWeapon();

    }


  }


  void SelectWeapon()

  {

    int i = 0;


    foreach (Transform weapon in transform)

    {

      if (i == selectedWeapon)

        weapon.gameObject.SetActive(true);

      else

        weapon.gameObject.SetActive(false);

      i++;

    }

  }


}

==================


Any suggestions and answers is greatly apreciated!

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