private IEnumerator BurstFireBulletGroups() { int bulletsFired = 0; while (bulletsFired < BurstFireRate) { bulletsFired++; yield return(new WaitForSeconds(0.1f)); Ammunition ammo = Instantiate(Ammo, transform.position + (transform.forward), transform.rotation); ammo.DamageOfRound = DamagePerHit; ammo.LaunchTowards(transform.position + (transform.forward * Range)); if (EnableSideFire) { Ammunition rightShot = Instantiate(Ammo, transform.position + (transform.right), transform.rotation); rightShot.DamageOfRound = DamagePerHit; rightShot.LaunchTowards(transform.position + (transform.right * Range)); Ammunition leftShot = Instantiate(Ammo, transform.position + (-transform.right), transform.rotation); leftShot.DamageOfRound = DamagePerHit; leftShot.LaunchTowards(transform.position + (-transform.right * Range)); } } }