Reputation: 9
IEnumerator Reload(float reloadSpeed)
{
canShoot = false;
yield return new WaitForSeconds(reloadSpeed);
if(totalAmmo >= magazineCapacity)
{
totalAmmo -= magazineCapacity - currentAmmo;
currentAmmo += magazineCapacity - currentAmmo;
}
else if(totalAmmo <= magazineCapacity && (totalAmmo -= magazineCapacity - (magazineCapacity - totalAmmo) - currentAmmo) > 0 )
{
totalAmmo -= magazineCapacity - (magazineCapacity - totalAmmo) - currentAmmo;
currentAmmo += magazineCapacity - (magazineCapacity - totalAmmo) - currentAmmo;
}
else
{
if(totalAmmo + currentAmmo <= magazineCapacity)
{
currentAmmo += totalAmmo;
totalAmmo = 0;
}
else
{
int leftAmmo;
leftAmmo = totalAmmo + currentAmmo - magazineCapacity;
currentAmmo = totalAmmo - leftAmmo;
totalAmmo = leftAmmo;
}
}
canShoot = true;
}
So when my ammo that isn't reloaded yet is less than 30 I can't reload and it starts to do random stuff like evening my currentAmmo and totalAmmo or leveling my totalAmmo don't know how to fix it
Upvotes: 0
Views: 55
Reputation: 315
Instead of making a case for every possibility when reloading, this should be a more generic solution. Mathf.Clamp
will stop you from drawing more ammo from total ammo than you have.
IEnumerator Reload(float reloadSpeed)
{
canShoot = false;
yield return new WaitForSeconds(reloadSpeed);
// No ammo? No reload
if (totalAmmo > 0)
{
//Take out the amount of ammo we need. Clamp the amount so that we cant take more than the total ammo
int amountToWithdraw = Mathf.Clamp(magazineCapacity - currentAmmo, 0, magazineCapacity);
totalAmmo -= amountToWithdraw;
currentAmmo += amountToWithdraw;
}
canShoot = true;
}
Upvotes: 1