I am trying to set a fire rate in Unity so that when I hold down up arrow, I will shoot a projectile up every 1 second. Currently my code is shooting a projectile every frame update, even though I have a Coroutine set up.
public GameObject bulletPrefab;
public float bulletSpeed;
public float fireRate = 1f;
public bool allowFire = true;
void Update()
{
//shooting input
if (Input.GetKey(KeyCode.UpArrow) && allowFire == true)
{
StartCoroutine(Shoot("up"));
}
}
IEnumerator Shoot(string direction)
{
allowFire = false;
if (direction == "up")
{
var bulletInstance = Instantiate(bulletPrefab, new Vector3(transform.position.x, transform.position.y, transform.position.z 1), Quaternion.identity);
bulletInstance.GetComponent<Rigidbody>().AddForce(Vector3.forward * bulletSpeed);
}
yield return new WaitForSeconds(fireRate);
allowFire = true;
}
CodePudding user response:
Coroutine
You can use the coroutine, but since you're calling it in an Update loop you much wait for it to finish before starting another one.
Coroutine currentCoroutine;
if(currentCoroutine == null)
currentCoroutine = StartCoroutine(DoShoot());
IEnumerator DoShoot() {
// Shoot.
yield return new WaitForSeconds(1f);
currentCoroutine = null;
}
Timestamp
You can also use a timestamp for when cooldown is ready. It's basically current time plus some duration.
float cooldown = 1f;
float cooldownTimestamp;
bool TryShoot (Vector2 direction) {
if (Time.time < cooldownTimestamp) return false;
cooldownTimestamp = Time.time cooldown;
// Shoot!
}
CodePudding user response:
I usually end up doing something like:
Variables
[Serializefield] float shootDelay = 1f;
float T_ShootDelay
Start()
T_ShootDelay = shootDelay;
Update()
if(T_ShootDelay < shootDelay)
T_ShootDelay = Time.deltaTime;
ShootInput()
if(T_ShootDelay >= shootDelay)
{
T_ShootDelay = 0;
Shoot();
}
What this does is:
- Check if the shootDelay timer is less than the shootDelay.
- Add up the timer by 1 per second.
- Check the timer's status every time you want to shoot.
- Set the timer to 0 after shooting
CodePudding user response:
Considering a M4 AR that fires at least 700 rounds per minute.
700 rounds / 60 (seconds) ~= 11,66 rounds per second
1 second / 11 rounds ~= 0,085 seconds of delay between each round
You could simply try this:
yield return new WaitForSeconds(1 / (fireRate / 60f));