Call variable from other script but not allow it to be updated by that script

I have a weapon manager like so

#pragma strict

static var WeaponSelected : int = 1;

//Shotgun

var RateOfFireShotgun : float =1;

var RoundsShotgun : int = 5;

var ReloadTimeShotgun: float = 5;

//Magnum

var RateOfFireMagnum : float = 0.8;

var RoundsMagnum : int= 8;

var ReloadTimeMagnum: float = 4;

//Magnum

var RateOfFireMachineGun : float = 0.1;

var RoundsMachineGun : int = 30;

var ReloadTimeMachineGun: float = 3;

static var RateOfFire: float; 

static var Rounds: int;

static var ReloadTime: float;
   
function Update ()  

{

if(WeaponSelected == 1)   //Shotgun

{

RateOfFire = RateOfFireShotgun;

Rounds = RoundsShotgun;

ReloadTime = ReloadTimeShotgun;

}
	
	if(WeaponSelected == 2)//Magnum
	{
		RateOfFire = RateOfFireMagnum;
		Rounds = RoundsMagnum;
		ReloadTime = ReloadTimeMagnum;
	}
	
	if(WeaponSelected == 3)//MachineGun
	{
		RateOfFire = RateOfFireMachineGun;
		Rounds = RoundsMachineGun;
		ReloadTime = ReloadTimeMachineGun;
	}

}

I am calling the Static vars from my Gun script which will need the values of Rounds, RateOfFire, and ReloadTime.

Problem I am having is that the Rounds keeps updating to it orginal value like it shoulod (but I don’t want it to).

I really like this script as it is easy to change the values and seems to allow me to swtich weapons very easily.

How can I get the current value of the Rounds from this script and not have it be effected from this script anymore? (like make a copy of its current value).

This isn’t really related to the question, but you should really restructure your classes so that it’s neater (and has less copy-pasted code!)

Make a class, ‘Weapon’, at the top.

public class Weapon
{
    var rateOfFire : float;
    var maxRounds : int;
    var reloadTime : float;

    // possibly you may also want a 'currentRounds' value
    var currentRounds : int;
}

Then, where you had all that ‘reloadTimeShotgun, reloadTimeMagnum’ etc, just put-

var shotgun : Weapon;
var magnum : Weapon;
var machineGun : Weapon;

private var currentWeapon : Weapon;

When you switch weapons, use

currentWeapon = shotgun;

or

currentWeapon = machineGun;

and then for your ‘RateOfFire’ or ‘Rounds’ just use

currentWeapon.rateOfFire;

and

currentWeapon.maxRounds;

As for you original question, instead of decreasing a weapons maximum ammo capacity when it fires, decrease the ‘currentRounds’, which makes sure that it doesn’t forget the original max value.

Since you’re defining the variables every Update, any change will be overwritten. The solution is to reload the variables only when the weapon is switched, what you can detect using an auxiliary variable lastWeapon. You could also use a switch statement instead of several ifs - works the same, but is a little faster and looks better:

#pragma strict

static var WeaponSelected : int = 1;

//Shotgun
var RateOfFireShotgun : float =1;
var RoundsShotgun : int = 5;
var ReloadTimeShotgun: float = 5;

//Magnum
var RateOfFireMagnum : float = 0.8;
var RoundsMagnum : int= 8;
var ReloadTimeMagnum: float = 4;

//MachineGun
var RateOfFireMachineGun : float = 0.1;
var RoundsMachineGun : int = 30;
var ReloadTimeMachineGun: float = 3;

static var RateOfFire: float; 
static var Rounds: int;
static var ReloadTime: float;
private var lastWeapon: int = -1; // force loading variables in the first Update
  
function Update ()
{
  if (WeaponSelected != lastWeapon){ // if WeaponSelected changed...
    lastWeapon = WeaponSelected; // update lastWeapon...
    switch (WeaponSelected){ // and redefine variables
      case 1: //Shotgun
        RateOfFire = RateOfFireShotgun;
        Rounds = RoundsShotgun;
        ReloadTime = ReloadTimeShotgun;
        break;
      case 2: //Magnum
        RateOfFire = RateOfFireMagnum;
        Rounds = RoundsMagnum;
        ReloadTime = ReloadTimeMagnum;
        break;
      case 3: //MachineGun
        RateOfFire = RateOfFireMachineGun;
        Rounds = RoundsMachineGun;
        ReloadTime = ReloadTimeMachineGun;
        break;
    }
  }
}