} ///// IEnumerator ReloadCoroutine() { int AmmoToPull = 0; // Play Reload sound ////////////////////////////////////////////////// PrimaryWeaponAudioSource.clip = Clip_Reload; PrimaryWeaponAudioSource.Play(); /////////////////////////////////////////////////////////////////////// yield return(new WaitForSeconds(reloadSpeed)); AmmoToPull = maxAmmoCapacity - currentAmmo; reserveAmmo = reserveAmmo - AmmoToPull; if (reserveAmmo < 0) { AmmoToPull = (AmmoToPull + reserveAmmo); reserveAmmo = 0; } currentAmmo = currentAmmo + AmmoToPull; ///////////////////////////////////////////////////////// PrimaryWeaponAudioSource.clip = Clip_Shot; ///////////////////////////////////////////////////////// currentWeaponState = State.Ready; } //////
////////////////////////////////////////////// public IEnumerator ShotSound() { SecondaryWeaponAudioSource.Stop(); PrimaryWeaponAudioSource.Play(); yield return(new WaitForSeconds(Clip_Shot.length)); SecondaryWeaponAudioSource.Play(); }