What's wrong in this code?

Hello, I have a Bolt-Action Sniper Rifle and i have this script attached to it:

var isReloading = false;
function Update ()
{
   Screen.lockCursor = true;
   if(Input.GetAxis("Fire1"))
   {
       if(isReloading == false)
	 {
	   audio.Play();
           Reload();
         }
   }
}

function Reload()
{
       animation.Play("reload");
       if(!animation.isPlaying)
         {
            isReloading = true;
         }
       else
         {
            isReloading = false;
	 }
 }

Its supossed to play a gun shot sound when pressing the Left Mouse Button (Fire1), but i dont want to play that sound when playing the “reload” animation, but it doesn’t seem to work.

Can someone please tell me what im doing wrong?

Thank You! :razz:

I’m sure you wanted to use GetButtonDown for fire, get axis is for axises (sticks - mouse movement)

Also depending on if you want reload to ever get a sound, consider using PlayOneShot so fire can continue to play when you kick of the reload audio :slight_smile:

oh, so there is why the gunshot sound plays lots of times when clicking once the mouse button… hehe Thank u for that… :smile:

here is my code now:

var isReloading = false;
var Clip : AudioClip;
function Update ()
{
Screen.lockCursor = true;
if(Input.GetButtonDown("Fire1"))
  {
     if(isReloading == false)
	 {
	     audio.PlayOneShot(Clip);
		 Reload();
     }
	  
   }
}

function Reload()
{
        animation.Play("reload");
         if(!animation.isPlaying)
         {
         isReloading = true;
		}
        else
        {
         isReloading = false;
		}
 }

it still play the gunshot sound when reloading :frowning:

Forget it i have figured it out:

var CanShot = true;
var Shot : AudioClip;
var ReloadS : AudioClip;
function Update ()
{
Screen.lockCursor = true;
if(Input.GetButtonDown("Fire1"))
  {
     if(CanShot)
      {
       if(!animation.isPlaying)
	     {
            audio.PlayOneShot(Shot);
			CanShot = false;
	      }
       }
   }
if(Input.GetButtonDown("Reload"))
   {
         Reload();
		 CanShot = true;
	}
}

function Reload()
{
       animation.Play("reload");
		audio.PlayOneShot(ReloadS);
}