How to stop weapon from firing after depleting ammo?

I want the player to stop shooting the projectile when the ammo count reaches zero. But I can’t figure out how to do this when looking on the tutorial for this.

using UnityEngine;
using System.Collections; 
    
    public class ShipPlayerController : MonoBehaviour {
    // The max ammo the player start with
        [SerializeField] int MaxAmmo = 10;
        // The current ammo remaining for the player
        private int CurAmmo = 10;
    
    // The number of projectiles shot
        private int numShotsFired = 0;
        // The number of enemies hit
        private int numEnemyHits = 0;
    
    // The reference to the bullet prefab
        public Projectile Bullet;
    
    void ResetStats() { 
    // MaxAmmo is pulic and set in the editor
            CurAmmo = MaxAmmo;
    
    // Tell the HUD to create Ammo count
            PlayerHUD.updateAmmo(CurAmmo);
    
    }
public void ModAmmo(int _value) {
        CurAmmo += _value;

        // Cap ammo from exceeding the max 
        if (CurAmmo > MaxAmmo)
            CurAmmo = MaxAmmo;
        // Update the new ammo value to the HUD
        PlayerHUD.updateAmmo(CurAmmo);
    }
     void UpdateFiring() { 
            
            // Accumulate time each frame. When the fire key is pressed,
            // we check if enough time has passed
            FireTimer += Time.deltaTime;
            // Detect if the fire button has been pressed
            if (Input.GetButton("Fire1"))
            {
                if (FireTimer > FireRate)
                {   
                    // Reset the timer so it will start countin
                    // from scratch for the next shot
                    FireTimer = 0;
    				// Call the function which handles the spawning
    				DoWeaponFire();
    
                    print("The fire button has been pressed!");
                }
            }
        
        }
        // Handles the spawning of the projectile
        void DoWeaponFire() {
            
    		print("The \"DoWeaponFire\" function has been called!");
    		// Create a new instance of the bullet and place it at the location
    		// of the player.
    		Instantiate(Bullet, transform.position, transform.rotation);
            ModAmmo(-1);
    }
    
    }

if(CurAmmo > 0 && Input.GetButton("Fire1))