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Question by UnityNoob123 · Feb 20, 2017 at 07:22 AM · networkingienumerator

Ienumerator not working on client side?

Hey so I made a Ienumerator to have a spell cooldown, w$$anonymous$$ch works great on the lan host client, but anyone who joins the game can only shoot once and it seems that the reset Ienumerators don't work. I will link my script down below any help is appreciated!

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine.Networking;
 using UnityEngine.UI;
 using UnityEngine;
 
 public class shootSpell :  NetworkBehaviour {
     
     public Camera cam;
     public GameObject bulletPrefab;
     public GameObject bulletPrefab2;
     public GameObject bulletPrefab3;
     public Transform bulletSpawn;
     public Transform bulletWallSpawn;
     public NetworkAnimator netAnim;
     bool canShootMain = true;
     bool canShootAlt = true;
     bool canShootE = true;
     public Image crossHair;
     public Image altIcon;
     public Image eIcon;
     // Use t$$anonymous$$s for initialization
 
     void Start () {
         netAnim = GetComponent<NetworkAnimator> ();
     }
 
     // Update is called once per frame
     void Update () {
         if (!isLocalPlayer) {
             return;
         }
             if (Input.GetButton ("Fire1")) {
                 if (canShootMain == true) {
                     canShootMain = false;
                     StartCoroutine (spellMainDelay ());
                     crossHair.fillAmount = 0;
                 }
             }
             if (Input.GetButton ("Fire2")) {
                 if (canShootAlt == true) {
                     canShootAlt = false;
                     StartCoroutine (spellAltDelay ());
                     altIcon.fillAmount = 0;
                 }
             }
             if (Input.GetKey ("e")) {
                 if (canShootE == true) {
                     canShootE = false;
                     StartCoroutine (spellEDelay ());
                     eIcon.fillAmount = 0;
                 }
             }
     }
 
     void FixedUpdate () {
         if (canShootMain == false && crossHair.fillAmount < 1) {
             crossHair.fillAmount += 0.0165f;
         }
         if (canShootAlt == false && altIcon.fillAmount < 1) {
             altIcon.fillAmount += 0.0013f;
         }
         if (canShootE == false && eIcon.fillAmount < 1) {
             eIcon.fillAmount += 0.002f;
         }
     } 
 
     [Command]
     void CmdShoot1 () {
             var bullet = (GameObject)Instantiate (bulletPrefab, bulletSpawn.position, bulletSpawn.rotation);
             bullet.GetComponent<Rigidbody> ().velocity = bullet.transform.forward * 10;
             NetworkServer.Spawn (bullet);
             Destroy (bullet, 5f);
             StartCoroutine (mainSpellCooldown ());
     }
 
     [Command]
     void CmdShoot2 () {
         var bullet = (GameObject)Instantiate (bulletPrefab2, bulletWallSpawn.position, bulletWallSpawn.rotation);
         bullet.GetComponent<Rigidbody> ().velocity = bullet.transform.forward * 10;
         NetworkServer.Spawn (bullet);
         Destroy (bullet, 5f);
         StartCoroutine (altSpellCooldown ());
     }
 
     [Command]
     void CmdShoot3 () {
         var bullet = (GameObject)Instantiate (bulletPrefab3, bulletSpawn.position, bulletSpawn.rotation);
         bullet.GetComponent<Rigidbody> ().velocity = bullet.transform.forward * 10;
         NetworkServer.Spawn (bullet);
         Destroy (bullet, 5f);
         StartCoroutine (ESpellCooldown ());
     }
 
     IEnumerator spellMainDelay () {
         netAnim.SetTrigger ("rightSwing");
         yield return new WaitForSeconds (.2f);
         CmdShoot1 ();
     }
 
     IEnumerator mainSpellCooldown () {
         yield return new WaitForSeconds (1f);
         canShootMain = true;
     }
 
     IEnumerator spellAltDelay () {
         netAnim.SetTrigger ("Earthquake");
         yield return new WaitForSeconds (.1f);
         CmdShoot2 ();
     }
 
     IEnumerator altSpellCooldown () {
         yield return new WaitForSeconds (15f);
         canShootAlt = true;
     }
 
     IEnumerator spellEDelay () {
         netAnim.SetTrigger ("DownHit");
         yield return new WaitForSeconds (.1f);
         CmdShoot3 ();
     }
 
     IEnumerator ESpellCooldown () {
         yield return new WaitForSeconds (10f);
         canShootE = true;
     }
 }
 
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