So basically I’m trying to play the animation so when the animation is still playing I can restart it and play it again. Here’s my code
private Animator anim;
public AudioClip shoot;
public float damage = 10f;
AudioSource GunSound;
public float range = 100f;
public int maxAmmo = 10;
private int currentAmmo;
public float reloadTime = 1f;
private bool isReloading = false;
public int RestAmmo = 50;
public Camera fpsCam;
void Start ()
{
currentAmmo = maxAmmo;
anim = GetComponent<Animator>();
GunSound = GetComponent<AudioSource>();
}
// Update is called once per frame
void Update () {
if (isReloading)
return;
if (currentAmmo <= 0)
{
StartCoroutine(Reload());
return;
}
if (Input.GetButtonDown("Fire1"))
{
GunSound.PlayOneShot(shoot, 0.7f);
Shoot();
anim.SetBool("fire", true);
}
else
{
anim.SetBool("fire", false);
}
}
IEnumerator Reload ()
{
Debug.Log("Reloading...");
yield return new WaitForSeconds(reloadTime);
currentAmmo = maxAmmo;
}
void Shoot ()
{
RestAmmo--;
currentAmmo--;
RaycastHit hit;
if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
{
Debug.Log(hit.transform.name);
Target target = hit.transform.GetComponent<Target>();
if (target != null)
{
target.TakeDamage(damage);
}
}
}
}