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Question by jarratt51 · Apr 13, 2019 at 01:40 PM · scripting problemshootinggunfiring

2 Guns aren't meant to fire together but they do

Hi. I have two guns on my spaceship. When the player presses space, the 2 guns are meant to fire half a second apart from each other. However, they currently fire together then wait five seconds before firing together again. How can I fix this? thanks

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Shooting : MonoBehaviour
 {
     public Transform[] Guns;
     public float BulletSpeed = 10;
     public float BulletSize = 20;
     public GameObject BulletType;
 
     float reloadtime = 0.5f;
     float nextfiretime = 0f;
 
     void Gunfire2()
     {
 
 
         if(Input.GetKey("space") && Time.time > nextfiretime) 
         {
             
             foreach (Transform N in Guns)
             {
                 GameObject Bullet = Instantiate(BulletType, N.transform.position, N.transform.rotation) as GameObject;
                 Bullet.transform.localScale = new Vector3(BulletSize, BulletSize, BulletSize);
                 Bullet.GetComponent<Rigidbody>().AddForce(Bullet.transform.forward * BulletSpeed);
                 nextfiretime = Time.time + reloadtime;
             }
             
         }
 
         else
         {
 
         }
         
     }
 
     IEnumerator GunFire()
     {
         
 
         if (Input.GetKey("space"))
         {
             
 
             foreach (Transform N in Guns)
             {
                 GameObject Bullet = Instantiate(BulletType, N.transform.position, N.transform.rotation) as GameObject;
                 Bullet.transform.localScale = new Vector3(BulletSize, BulletSize, BulletSize);
                 Bullet.GetComponent<Rigidbody>().AddForce(Bullet.transform.forward * BulletSpeed);
                 yield return new WaitForSeconds(0.5f);
             }
 
             
         }
     }
 
     
     
     // Start is called before the first frame update
     void Start()
     {
 
     }
 
     // Update is called once per frame
     void Update()
     {
         Gunfire2();
 
     }
 }
 
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avatar image jarratt51 · Apr 13, 2019 at 01:47 PM 0
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Ignore the gunfire function was meant to remove that

avatar image KevRev · Apr 14, 2019 at 12:12 AM 0
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Sorry for lack of code, but I'm on mobile. I might be able to point you in the right direction though.

I think the problem is you are doing a foreach on the two Transforms. It's running the loop through both objects without any delay.

Try something like this. Add both the gun transforms into a list.

This will give you guns[0] and guns[1].

Then in an ienumerator:

While (Input.Get$$anonymous$$ey("space")) { Guns[0] emit bullet WaitForSeconds(0.5f); Guns[1] emit bullet WaitForSeconds (0.5f); } return null;

I hope that helps?

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