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Question by callandekeijzer · Mar 14, 2016 at 10:29 AM · c#shootingshootergameplaydesigner

Hi guys i have a character that gun dual wield guns, to make the gunshooting more natural i want the guns to not go of simultaneously. How do I make one gun have a slight delay?

 void Start() {
         secondsBetweenShots = 60 / rpm;
         if (GetComponent<LineRenderer> ()) 
         {
             //tracer = GetComponent<LineRenderer> ();
         }
     }
 
     public void Shoot()
     {
 
         if (CanShoot ())
         {
             Ray ray = new Ray (spawn.position, spawn.forward);
             Ray ray2 = new Ray (spawn2.position, spawn2.forward);
             RaycastHit hit;
 
             float shotDistance = 20;
 
             if (Physics.Raycast (ray, out hit, shotDistance))
             {
                 shotDistance = hit.distance;
             }
 
             if (Physics.Raycast (ray2, out hit, shotDistance))
             {
                 shotDistance = hit.distance;
             }
 
             nextPossibleShootTime = Time.time + secondsBetweenShots;
 
             if (tracer) 
             {
                 StartCoroutine ("RenderTracer",ray.direction * shotDistance);
                 StartCoroutine ("RenderTracer",ray2.direction * shotDistance);
             }
 
             Rigidbody newShell = Instantiate (shell, shellEjectionPoint.position, shellEjectionPoint.rotation) as Rigidbody;
             Rigidbody newShell2 = Instantiate (shell, shellEjectionPoint2.position, shellEjectionPoint2.rotation) as Rigidbody;
             newShell.AddForce (shellEjectionPoint.forward * Random.Range (150f, 200f) + spawn.forward * Random.Range (-10f, 10f));
             newShell2.AddForce (shellEjectionPoint2.forward * Random.Range (150f, 200f) + spawn.forward * Random.Range (-10f, 10f));
         }
     }    
 
     public void ShootContinuous()
     {
         if (gunType == GunType.Auto) 
         {
             Shoot ();
         }
     }
 
     private bool CanShoot() 
     {
         bool canShoot = true;
 
         if(Time.time <nextPossibleShootTime) 
         {
             canShoot = false;
         }
 
         return canShoot;
     }
     IEnumerator RenderTracer(Vector3 hitPoint) 
     {
         tracer.enabled = true;
         tracer.SetPosition (0, spawn.position);
         tracer.SetPosition (1, spawn.position + hitPoint);
 
         tracer2.enabled = true;
         tracer2.SetPosition (0, spawn2.position);
         tracer2.SetPosition (1, spawn2.position + hitPoint);
 
         yield return null;
         tracer.enabled = false;
         tracer2.enabled = false;
     }
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