Player will not stop shooting when ammo count = 0

My player continues shooting even when ammo = 0. Does anyone know how I Can get it to stop shooting when this happens? Thank you in advance.

    public int Ammo;
public int maxAmmo = 100;
public Text text;
PlayerShooting playerShooting;

// Use this for initialization
void Start () {
	text = GetComponent <Text> (); 
	playerShooting = GetComponent <PlayerShooting> ();
	Ammo = maxAmmo;
}

// Update is called once per frame
void Update () {

	if (Input.GetButton ("Fire1") && Ammo > 0) 
	    {
			text.text = Ammo - 1 + "/" + "100";
			Ammo -= 1;
		}
	if (Ammo <= 0) {
		playerShooting.enabled = false;
	}

}

This is my player movement script if it helps.

	public int damagePerShot = 20;                  // The damage inflicted by each bullet.
	public float timeBetweenBullets = 0.15f;        // The time between each shot.
	public float range = 100f;                      // The distance the gun can fire.
	
	float timer;                                    // A timer to determine when to fire.
	Ray shootRay;                                   // A ray from the gun end forwards.
	RaycastHit shootHit;                            // A raycast hit to get information about what was hit.
	int shootableMask;                              // A layer mask so the raycast only hits things on the shootable layer.
	ParticleSystem gunParticles;                    // Reference to the particle system.
	LineRenderer gunLine;                           // Reference to the line renderer.
	AudioSource gunAudio;                           // Reference to the audio source.
	Light gunLight;                                 // Reference to the light component.
	float effectsDisplayTime = 0.2f;                // The proportion of the timeBetweenBullets that the effects will display for.

	void Awake ()
	{
		// Create a layer mask for the Shootable layer.
		shootableMask = LayerMask.GetMask ("Shootable");
		
		// Set up the references.
		gunParticles = GetComponent<ParticleSystem> ();
		gunLine = GetComponent <LineRenderer> ();
		gunAudio = GetComponent<AudioSource> ();
		gunLight = GetComponent<Light> ();
	}
	
	void Update ()
	{
		// Add the time since Update was last called to the timer.
		timer += Time.deltaTime;
		
		// If the Fire1 button is being press and it's time to fire...
		if(Input.GetButton ("Fire1") && timer >= timeBetweenBullets)
		{
			// ... shoot the gun.
			Shoot ();
		}
		
		// If the timer has exceeded the proportion of timeBetweenBullets that the effects should be displayed for...
		if(timer >= timeBetweenBullets * effectsDisplayTime)
		{
			// ... disable the effects.
			DisableEffects ();
		}
	}
	
	public void DisableEffects ()
	{
		// Disable the line renderer and the light.
		gunLine.enabled = false;
		gunLight.enabled = false;
	}
	
	void Shoot ()
	{
		// Reset the timer.
		timer = 0f;
		
		// Play the gun shot audioclip.
		gunAudio.Play ();
		
		// Enable the light.
		gunLight.enabled = true;
		
		// Stop the particles from playing if they were, then start the particles.
		gunParticles.Stop ();
		gunParticles.Play ();
		
		// Enable the line renderer and set it's first position to be the end of the gun.
		gunLine.enabled = true;
		gunLine.SetPosition (0, transform.position);
		
		// Set the shootRay so that it starts at the end of the gun and points forward from the barrel.
		shootRay.origin = transform.position;
		shootRay.direction = transform.forward;
		
		// Perform the raycast against gameobjects on the shootable layer and if it hits something...
		if(Physics.Raycast (shootRay, out shootHit, range, shootableMask))
		{
			// Try and find an EnemyHealth script on the gameobject hit.
			EnemyHealth enemyHealth = shootHit.collider.GetComponent <EnemyHealth> ();
			
			// If the EnemyHealth component exist...
			if(enemyHealth != null)
			{
				// ... the enemy should take damage.
				enemyHealth.TakeDamage (damagePerShot, shootHit.point);
			}
			
			// Set the second position of the line renderer to the point the raycast hit.
			gunLine.SetPosition (1, shootHit.point);
		}
		// If the raycast didn't hit anything on the shootable layer...
		else
		{
			// ... set the second position of the line renderer to the fullest extent of the gun's range.
			gunLine.SetPosition (1, shootRay.origin + shootRay.direction * range);
		}
	}
}

}

Set up a bool. Something like this (Sent from mobile so not tested) :

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

public class test3 : MonoBehaviour {

	public int Ammo;
	public int maxAmmo = 100;
	public Text text;
	bool canReload = false;
	PlayerShooting playerShooting;

	void Start () {
		text = GetComponent <Text> (); 
		playerShooting = GetComponent <PlayerShooting> ();
		Ammo = maxAmmo;
	}

	void Update () {
		text.text = Ammo + "/" + "100";
		if (Input.GetButton ("Fire1") && Ammo > 0) 
		{
			Ammo -= 1;
			if(Ammo <= 0){
				canReload = true;
			}
		}
		if (Ammo == 0 && canReload) {
			canReload = false;
			Debug.Log("Press R to Reload");
		}
		if(Input.GetKeyDown(KeyCode.R)){
			Ammo = maxAmmo;
		}
	}
}