Guys im having a problem that i cant solve in my script
its bassicly that i am able to reload while my whole magazine is full do you guys know how to fix it? i would really apreciate it this is my script :
#pragma strict
var Range : float = 1000;
var Force : float = 1000;
var hitMark : GameObject;
var texta : GUITexture;
var four : Texture;
var three : Texture;
var two : Texture;
var one : Texture;
var zero : Texture;
var five : Texture;
var bullets : int = 5;
var shootSound : AudioClip;
function Start () {
}
function Update () {
if(Input.GetKeyDown(KeyCode.R)) {
GameObject.Find("Gun").animation.Play("reload");
}
if(bullets == 5){ texta.guiTexture.texture = five; }
else if(bullets == 0){ GameObject.Find("Gun").animation.Play("reload"); bullets = 5; }
else if(bullets == 4){ texta.guiTexture.texture = four; }
else if(bullets == 3){ texta.guiTexture.texture = three; }
else if(bullets == 2){ texta.guiTexture.texture = two; }
else if(bullets == 1){ texta.guiTexture.texture = one; }
var hit : RaycastHit;
var direction : Vector3 = transform.TransformDirection(Vector3.forward);
Debug.DrawRay(transform.position , direction * Range , Color.blue);
if(Input.GetMouseButtonDown(0)){
audio.PlayOneShot(shootSound);
bullets--;
if(Physics.Raycast(transform.position , direction , hit, Range)){
var hitRotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
if(hit.collider.gameObject.tag == "zombie"){
//hit.rigidbody.AddForceAtPosition( direction * 100 , hit.point);
//hit.collider.gameObject.animation.Play("die");
Instantiate(hitMark);
hit.collider.gameObject.SendMessage("ApplyDamage", 25);
}
}
}
}