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Question by Cryno1000 · Jun 20, 2020 at 09:52 PM · scripting problemscript errormathf.clamp

Chambering new round script not working

I'm currently working on a VR shooter and I'm going to have players chamber a new round by pulling back on the slide until it hits a certain position (by using Mathf.Clamp) and for whatever reason it doesn't seem to work on some guns. Like for my pistol I have the following values:

pos1 = 0 pos2 = 0.03 yClamp = 0 zClamp = -0.07574002 weapon = 1

And for my assault rifle I have:

pos1 = -0.01925273 pos2 = -0.01352 yClamp = 0.001681065 zClamp = 0.002941899 weapon = 2

I have 2 weapons so far that it does work for. Here are their values:

Shotgun:

pos1 = -0.05 pos2 = -0.03239 yClamp = 0 zClamp = -0.009643325 weapon = 4

Sniper:

pos1 = -0.2827 pos2 = -0.236904 yClamp = -0.02146969 zClamp = 0.001505414 weapon = 5

Here's my script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Chamber : MonoBehaviour
 {
     public GameObject shellCasing;
     public float forceToCasing = 5f;
     public Gun gun;
 
     public bool returnedToOriginalPosition;
     public bool slidBack;
 
     public float pos1;
     public float pos2;
 
     public float yClamp;
     public float zClamp;
 
     public int weapon;
     /*Weapon key
      * 1 - Pistol
      * 2 - Assault Rifle
      * 3 - Sub Machine Gun
      * 4 - Shotgun
      * 5 - Sniper
      * 6 - Rocket Launcher
      */
 
     public void Update()
     {
         if (slidBack == true && returnedToOriginalPosition == true)
         {
             gun.newShotChambered = true;
             slidBack = false;
             returnedToOriginalPosition = false;
             Debug.Log("New round chambered");
         }
 
         transform.localPosition = new Vector3(Mathf.Clamp(transform.localPosition.x, pos1, pos2), Mathf.Clamp(transform.localPosition.y, yClamp, yClamp), Mathf.Clamp(transform.localPosition.z, zClamp, zClamp));
 
         if (weapon == 5) //I just had to flip these because I had to flip the sniper chamber rotation
         {
             if (transform.localPosition.x == pos1) slidBack = true;
             if (transform.localPosition.x == pos2 && slidBack == true) returnedToOriginalPosition = true;
         }
         else
         {
             if (transform.localPosition.x == pos2) slidBack = true;
             if (transform.localPosition.x == pos1 && slidBack == true) returnedToOriginalPosition = true;
         }
     }
 }
 

Any help is greatly appreciated.

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