diff --git a/Plunderblock/Assets/PrefabsJan/Player.prefab b/Plunderblock/Assets/PrefabsJan/Player.prefab index 8e61aab..d672f4a 100644 --- a/Plunderblock/Assets/PrefabsJan/Player.prefab +++ b/Plunderblock/Assets/PrefabsJan/Player.prefab @@ -503,6 +503,10 @@ PrefabInstance: serializedVersion: 3 m_TransformParent: {fileID: 5950832400214244271} m_Modifications: + - target: {fileID: 1169450665700565, guid: 4d3459d3c81134641b756c0c5205d59e, type: 3} + propertyPath: schussInterval + value: 0.3 + objectReference: {fileID: 0} - target: {fileID: 686265786403669914, guid: 4d3459d3c81134641b756c0c5205d59e, type: 3} propertyPath: m_LocalPosition.x value: 0.499 diff --git a/Plunderblock/Assets/Scripts/ScriptsKevin/WeaponScript.cs b/Plunderblock/Assets/Scripts/ScriptsKevin/WeaponScript.cs index 29e1b22..a95c47f 100644 --- a/Plunderblock/Assets/Scripts/ScriptsKevin/WeaponScript.cs +++ b/Plunderblock/Assets/Scripts/ScriptsKevin/WeaponScript.cs @@ -16,7 +16,10 @@ public class WeaponScript : MonoBehaviour public float reloadTime; - public void reload(){ + private bool delayOver = true; + public float schussInterval; + private float delay = 0; + public void checkReload(){ if(ammo == 0){ isReloading = true; } @@ -31,17 +34,25 @@ public class WeaponScript : MonoBehaviour } public void shoot(){ if(ammo != 0){ - if(Input.GetKeyDown(KeyCode.Mouse0)){ - muzzle.gameObject.SetActive(true); - //muzzle.Play(); - Instantiate(bullet,spawnpoint.transform.position,spawnpoint.transform.rotation); - ammo--; - } - }else{ - reload(); + if(delayOver){ + if(Input.GetKeyDown(KeyCode.Mouse0)){ + muzzle.gameObject.SetActive(true); + //muzzle.Play(); + Instantiate(bullet,spawnpoint.transform.position,spawnpoint.transform.rotation); + ammo--; + delay = 0; + delayOver = false; + } + } + } + } + public void checkDelay(){ + if(!delayOver){ + delay += Time.deltaTime; + if(delay > schussInterval){ + delayOver = true; + } } - - } void Start() { @@ -53,7 +64,8 @@ public class WeaponScript : MonoBehaviour // Update is called once per frame void Update() { - + checkDelay(); shoot(); + checkReload(); } }