#pragma strict
var CannonBall : GameObject;
var Fuse : float = 2.0;
var CannonShot : AudioClip;
function OnMouseDown()
{
{ if(Fuse > 0)
Fuse -= Time.deltaTime;
}
{ if(Fuse <= 0);
{
GetComponent.<AudioSource>().PlayOneShot(CannonShot)
var instance : GameObject = Instantiate(CannonBall,Vector3(299.19,26.5,166.15),
transform.rotation);
}
}
}
Sorry, but i’m very new to this, how
would i go about making it so i don’t
have to hold the mouse down on it for
it to trigger, example, light fuse,
walk away, 2 seconds later it goes
off.
We all started somewhere 
#pragma strict
var CannonBall : GameObject;
var fuseTime : float = 2.0;
var fuse : float;
var cannonShot : AudioClip;
var firing : boolean = false;
// When we start the game, we'd like to initialize the fuse to the defined fuseTime.
// So if you want to change the fuseTime, you only need to change it in one place!
function Start(){
fuse = fuseTime;
}
function Update(){
// If the mouse button is pressed, then we are saying that the cannon is currently firing.
if(Input.GetMouseButtonDown(0)){
firing = true;
}
// If the cannon is firing, then we want the fuse to start ticking down.
if(firing){
Fuse -= Time.deltaTime;
}
if(fuse <= 0){
GetComponent.<AudioSource>().PlayOneShot(cannonShot)
var instance : GameObject = Instantiate(CannonBall,Vector3(299.19,26.5,166.15), transform.rotation);
// Let's reset the fuse!
fuse = fuseTime;
// Let's say the cannon is no longer firing. In other words, you need to press the button again to fire again
firing = false;
}
}