My invoke.repeating doesn’t seem to “care” about the repeat time at all? it just repeats incredibly quickly regardless of the time? Thanks
var Player : GameObject;
var Arms : GameObject;
var Ak74uShot : GameObject;
var AcrwShot : GameObject;
var KnifeShot : GameObject;
var Ak74uRange : int = 125;
var AcrwRange : int = 100;
var KnifeRange : float = 0.75;
var WeaponInt;
private var Ak74uFire : boolean = false;
private var AcrwFire : boolean = false;
function Start ()
{
}
function Update ()
{
var Ak74uRay : RaycastHit;
var AcrwRay : RaycastHit;
var KnifeRay : RaycastHit;
var WeaponInt = Player.GetComponent("Weapon Switch").GunEquipped;
if (WeaponInt == 1)
{
if (Input.GetMouseButton(0))
{
Physics.Raycast(Ak74uShot.transform.position, Ak74uShot.transform.forward, Ak74uRay, Ak74uRange);
Ak74uFire = true;
InvokeRepeating("Ak74uDamage", 0, 200000000000);
}
}
if (WeaponInt == 2)
{
if (Input.GetMouseButton(0))
{
Physics.Raycast(AcrwShot.transform.position, AcrwShot.transform.forward, AcrwRay, AcrwRange);
AcrwFire = true;
InvokeRepeating("AcrwDamage", 0, 200000000000);
}
}
if (WeaponInt == 3)
{
if (Input.GetMouseButtonDown(0))
{
Physics.Raycast(KnifeShot.transform.position, KnifeShot.transform.forward, KnifeRay, KnifeRange);
Debug.Log ("Melee");
}
}
Ak74uFire = false;
AcrwFire = false;
}
function Ak74uDamage()
{
Arms.animation.CrossFade("Rifle Recoil");
Debug.Log ("AK74U Fire");
}
function AcrwDamage()
{
Arms.animation.CrossFade("Rifle Recoil");
Debug.Log ("ACR-W Fire");
}