Multiple Actions on one void?

hi. how do i put multiple actions on one void update(and other types)?

in the spoiler i got a shoot part and a reload part. i dont know how to add the reload part.

i also got this whit other scripts.
like i can make a health script that damage’s on trigger and one that heals on trigger (by obect name)
but i dont know how to make both of them a single script.

i tried to google but i am not sure what to google for.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class GunAuto : MonoBehaviour
{
public Slider AmmoSlider;

public Rigidbody Bullet;
public Rigidbody Catridge;

public Transform Gun;
public Transform CatridgeExit;

public float FireRate;

public float MagazineSize = 0;
public int MagazineCount = 0;

// Use this for initialization

void Start()
{

}
// Update is called once per frame

void Update()
{
FireRate -= Time.deltaTime;
if (MagazineSize >= 1)
if (FireRate <= 0)
if (Input.GetButton("MouseButton1"))
{
Rigidbody CatrideInstance;
Rigidbody BulletInstance;
{
CatrideInstance = Instantiate(Catridge, CatridgeExit.position, CatridgeExit.rotation) asRigidbody;
BulletInstance = Instantiate(Bullet, Gun.position, Gun.rotation) asRigidbody;
MagazineSize -= 1;
{
BulletInstance.AddForce(Gun.forward * 5000);
CatrideInstance.AddForce(CatridgeExit.right * 50);
{
FireRate = 0.20f;
AmmoSlider.value = MagazineSize;
} //How to add this?
if (MagazineSize <= 1)
if (MagazineCount >= 0)
if (Input.GetButtonDown("Reload"))
{
MagazineCount -= 1;
MagazineSize += 30;
}
}
}
}
}
}

Let’s reformat this because holy bananas that is hard to read with out indentation.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class GunAuto : MonoBehaviour
{
    public Slider AmmoSlider;
     
    public Rigidbody Bullet;
    public Rigidbody Catridge;
     
    public Transform Gun;
    public Transform CatridgeExit;
     
    public float FireRate;
     
    public float MagazineSize = 0;
    public int MagazineCount = 0;
     
    // Use this for initialization
     
    void Start()
    {
     
    }
    // Update is called once per frame
     
    void Update()
    {
        FireRate -= Time.deltaTime;
        if (MagazineSize >= 1)
        if (FireRate <= 0)
        if (Input.GetButton("MouseButton1"))
        {
            Rigidbody CatrideInstance;
            Rigidbody BulletInstance;
            {
                CatrideInstance = Instantiate(Catridge, CatridgeExit.position, CatridgeExit.rotation) as Rigidbody;
                BulletInstance = Instantiate(Bullet, Gun.position, Gun.rotation) as Rigidbody;
                MagazineSize -= 1;
                {
                    BulletInstance.AddForce(Gun.forward * 5000);
                    CatrideInstance.AddForce(CatridgeExit.right * 50);
                    {
                        FireRate = 0.20f;
                        AmmoSlider.value = MagazineSize;
                    } //How to add this?
                    if (MagazineSize <= 1)
                    if (MagazineCount >= 0)
                    if (Input.GetButtonDown("Reload"))
                    {
                        MagazineCount -= 1;
                        MagazineSize += 30;
                    }
                }
            }
        }
    }
}

First off… why the ‘ififif’???

With that aside, if you want both reload and fire in the same script, put them one after the other.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class GunAuto : MonoBehaviour
{
    public Slider AmmoSlider;
     
    public Rigidbody Bullet;
    public Rigidbody Catridge;
     
    public Transform Gun;
    public Transform CatridgeExit;
     
    public float FireRate;
     
    public float MagazineSize = 0;
    public int MagazineCount = 0;
     
    // Use this for initialization
     
    void Start()
    {
     
    }
    // Update is called once per frame
     
    void Update()
    {
        FireRate -= Time.deltaTime;
        if (MagazineSize >= 1 &&
            FireRate <= 0 &&
            Input.GetButton("MouseButton1"))
        {
            Rigidbody CatrideInstance;
            Rigidbody BulletInstance;
            {
                CatrideInstance = Instantiate(Catridge, CatridgeExit.position, CatridgeExit.rotation) as Rigidbody;
                BulletInstance = Instantiate(Bullet, Gun.position, Gun.rotation) as Rigidbody;
                MagazineSize -= 1;
                {
                    BulletInstance.AddForce(Gun.forward * 5000);
                    CatrideInstance.AddForce(CatridgeExit.right * 50);
                    {
                        FireRate = 0.20f;
                        AmmoSlider.value = MagazineSize;
                    }
                }
            }
        }
       
       
        if (MagazineSize <= 1 &&
            MagazineCount >= 0 &&
            Input.GetButtonDown("Reload"))
        {
            MagazineCount -= 1;
            MagazineSize += 30;
        }
    }
}

Though usually if you’re firing, you probably shouldn’t also reload in the same frame… so I would ‘else if’ it.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class GunAuto : MonoBehaviour
{
    public Slider AmmoSlider;
     
    public Rigidbody Bullet;
    public Rigidbody Catridge;
     
    public Transform Gun;
    public Transform CatridgeExit;
     
    public float FireRate;
     
    public float MagazineSize = 0;
    public int MagazineCount = 0;
     
    // Use this for initialization
     
    void Start()
    {
     
    }
    // Update is called once per frame
     
    void Update()
    {
        FireRate -= Time.deltaTime;
        if (MagazineSize >= 1 &&
            FireRate <= 0 &&
            Input.GetButton("MouseButton1"))
        {
            Rigidbody CatrideInstance;
            Rigidbody BulletInstance;
            {
                CatrideInstance = Instantiate(Catridge, CatridgeExit.position, CatridgeExit.rotation) as Rigidbody;
                BulletInstance = Instantiate(Bullet, Gun.position, Gun.rotation) as Rigidbody;
                MagazineSize -= 1;
                {
                    BulletInstance.AddForce(Gun.forward * 5000);
                    CatrideInstance.AddForce(CatridgeExit.right * 50);
                    {
                        FireRate = 0.20f;
                        AmmoSlider.value = MagazineSize;
                    }
                }
            }
        }
        else if (MagazineSize <= 1 &&
                MagazineCount >= 0 &&
                Input.GetButtonDown("Reload"))
        {
            MagazineCount -= 1;
            MagazineSize += 30;
        }
    }
}

thanks.
gun and health scripts are working now.